Main

Blender Tutorial - Pumpkins Eevee Animation

In this, rather extensive, tutorial, I demonstrate the many techniques I used to create this animated scene https://youtu.be/_dX3MTcFGSo using the Blender Eevee render engine. If you are interested in owning a copy of some of my artwork, I have a Teespring Store here - https://teespring.com/en-GB/stores/sardi-pax-store I have an Amazon page where I curate products I use or recommend - https://www.amazon.co.uk/shop/sardipax If you would like to support me in making videos, my Patreon page is here - https://www.patreon.com/SardiPax?ty=h You can find me on Facebook here - https://www.facebook.com/groups/SardiPax/ Twitter here - https://twitter.com/SardiPax I have a blog here - http://sardipax.blogspot.co.uk/ Intro by Sardi

Sardi Pax

4 years ago

hi there in this tutorial I'm going to cover the  majority of the techniques I used to create this scene so you can see we've got some wood surface  we've got some pumpkins there's some candles inside the pumpkins there's some variation in the  focus of the camera there's actually a little bit of mist in the scene as well or patches of mist  and obviously we've got the Luther called gobos the shadows of the tree moving in the moonlight  this is actually a scene that I rendered in blender Evie so
there are some limitations on what  you can do and so I had to do a few little tricks particularly with the candle flames and the candle  body to get those to work so walk over those name so to begin with let's just to make the basis of  our scene so I'm just going to do one pumpkin and I'll do a simple floor but I'll quickly go through  all of the elements of the scene so we'll make a floor to begin with so we'll just add a simple  plain will apply all transforms for that apply rotation scale
and things like that we'll go into  edit mode put with tab and then with this press you and just say unwrap it's very simple shapes  that I shouldn't be a problem I'll bring up the material window you can easily of course use these  preset windows setups I have my own preference in how I want them to look so I just do it this way  we'll go to the shader editor up there come down to materials and say new and we'll get a basic  material there call this material ground and we'll add an image textur
e now I could have done this  by adding images as planes that I didn't on this occasion and if we click here we can see the text  is themselves on this occasion I think I'll use these sort of slightly algae covered planks so if  we click here we can start to see what it's going to look like once we connect it and obviously at  the moment that's just a color information so I'm not gonna go into lots of advanced material setups  here but I'll show you very quickly how to give it a bit of surface t
exture Hortis emulate surface  texture so I'm going to add converter which is a color ramp and drop that in there so I've got  a monochrome image and now I'm just going to narrow these points in really just so that I can  emphasize what might become the texture of the wood the way you can see things like these knots  and I might go to cardenal just to sharpen it up if you want a smoother texture you can go with  b-spline at the moment we can assume that the white areas are the highlights and the
dark areas  are the low lines they were their areas of the text here that are going to go inward zeebee  lines a bit too soft so there's not here for example would be coming out so we may want to  change the way that that's working and you can see I've just swapped those points over now and  that little knot hold and go in word rather than coming out with so I'll just disconnect that  from there and a nice simple way to create an appearance of a surface texture now is just to add  under vector
a bump node and then take the color output from that color amp and put it into the  height will go to rendered view and then connect the output of the bump map into the normal input  on our principle shader and you can see we've got a very coarse but recognizable pattern on at  what otherwise a blank surface now obviously how to bear in mind the resolution of the texture  image and you can just about see there's some quantization here where the pixels of the image of  visible but in general term
s it's not going to be too bad typically though the strength will be too  high so you need to turn that down quite a bit we just want a subtle surface effect and then we can  connect our color back up to here and agency even more so that the strength of that effect that bump  effect is a little bit too strong we can drop it back a little bit still got an issue with that not  that's obviously white in the original texture so a quick way to fix that if we go to the UV editor  go into edit mode and
there is our object with its UV and I'm just gonna select those two points G  X and just exclude that little point perhaps even all the way back to there it's a fence I think and  that's made two planks wider in this direction but also remove that unsightly not so now we need  a lump in the scene and then just to set that up so that we've got some basic reflections I'm  just gonna add under lights a Sun they called lights rather than lamps now apparently and just  rotating that a bit perhaps a
little lower I want to give it a blue cast and let's go with strength  of three for the moment and if we go to rendered view we can start to see what we're gonna get  I'll also go to the background and we'll just say use nodes and we'll set that simple black for  the moment and again you can see that's not quite right and by the way we can just click here if we  want to invert the sense of our bump mark and in fact that seems to look better and the strength  is still a bit on the high side so Tu
rner down a bit more and at the moment we're in cycles and  GPU compute so I'm going to change that now a TV you can see that's a little bit quicker maybe even  come down a bit further on the bump it's better to be slightly more subtle and maybe even slightly  too subtle and ears to be over the top if you're going for a somewhat realistic look anyway and  evie you can get realism but it's obviously harder to do now that's still a bit shiny I can do some  complicated things or I can do some simpl
e things I'm going to choose to do something simple I'm  going to add another texture which is a simple noise texture take the factor I put and plug that  into displacement I'm gonna add a converter which is a math node and drop that in there and change  it to multiply and then I'm gonna set that let's just try point one for the moment set the scale  of the noise up quite a lot maybe even higher than that set stride 250 set the detail up to at  least 16 and then we'll reduce this to something li
ke point o1 maybe even point zero zero one but  all we're doing now is just adding the 500 on the scale we're adding some bump or a stimulation a  bump actually displacement to the surface that isn't coming from the texture map so it just gives  us something a little bit more realistic and you can see we can go even higher if we want to and  you can try other types of map as well if you wish so that will do for now on the wood it's  not the best set up but it's a nice easy quick one and maybe I'
ll add gamma node into the color  you do get this slight pause with evey while it recalculates things and turn the gamma up slightly  just to darken it now in terms of reflections I think we can have sort of shinier almost wet  wood like that that looks quite good or we can have really rough non reflective wood I think  we'll go with slightly shinier so isn't quite the same as the scene that I made but we're going to  be changing the lighting shortly anyway so we'll come back to here preview ren
der mode and you can  see we get a version of the reflections even here so we're now ready to make our pumpkins worth  putting the ground down first so that you've got a census so there's a very easy primitive mesh  that you can use to create pumpkin and that is a UV sphere it's already partway there for you  the default with 32 segments will probably be fine I'll scale and down slightly and then lift  it up just move that out of the way for a while you could just make one segment and duplicate 
it or you could just do this decide how many segments you're gonna go around we're on selecting  lines that's where it's going to go in so I need enough vertices between for it to go out again and  then back in again so I'm going to leave three and then back in so one two three and that's selected  and that works why are so every fourth segment is selected press o to turn on proportional editing  maybe change this to sharp now it's very round at the moment and pumpkins tend to be flattened but 
we'll worry about that shortly to begin with let's just scale and reduce the size of our influence  and you can see what starts to happen how extreme you go is up to you and you could go with more  segments if you want I did the quite a few more I think so let's try selecting the middle ones  we're going to add some more vertices to this in a minute and I setting it to smooth I'm just gonna  say shift H and that will hide everything except for my pumpkin back into edit mode and then just  selec
t the very top and bottom vertices scale only on the z axis and then just play around with the  amount you've adjusted it to get the sort of shape that you want right click and say shade smooth but  then also control - just to add a nice subdivision surface and there's the basics of our pumpkin  we need to add a stem so we'll select the middle point there e to extrude turn off proportional  editing scale it in a bit and gz2 drag it up don't actually need those central central vertices  now so we
can delete those we can see we've got a jagged line there so scale said zero they'll  still go in and out a little bit but we'll now extrude that up what push it one side rotate  it drink it a little II and scale inward just a little so it looks like we've got a few upset  normals here so normal is this is an outward or an inward facing face so if we come up to here click  this little arrow come down to here under normals and we click this point here you can see we get  little lines if they're
too small to see you can make them bigger with this if they're too big  and you can't see where they're coming from you can adjust the size here so if they're pointing  outward we can see a long line that's okay but if we look maybe a bit difficult to see we look  here we can see there's a couple facing the other way here so we'll select everything go to mesh  under normals and we'll say recalculate and now you can see there's no weird little shaded part  so we can go and turn that normals displ
ay off again so I selected that ring and heat scale scale  it in most of the way f-for the final way by the way I've hidden the visibility of the subdivision  surface while I'm doing this as it can sometimes get a bit confusing when you're trying to sort out  normals and there's just a few more just ctrl R to add some also if I bring the subdivision surface  back in you can see how it's working now we need to just add another loop here not completely down  to the bottom but close to the bottom p
erhaps one here just so that there's a good differentiation  between the stem and the rest of it so let's just go to materials and add some quick materials so  we'll make this pumpkin body and we'll just get this currently just a simple orange color and  then go back into edit mode we'll select one of these rings ctrl + and a little bit more at  a new material and we'll call this hump Clint stem I'll make this one some kind of green color  for the moment baby dark green color I think and then we
assign that it's quite a bright green I'm  not gonna worry about unwrapping it and strictly there should be something under here as well I'm  gonna display or show this side of the pumpkin you probably want to add more vertices in here  and then a bit of the stem color or something like that but for my purposes that's sufficient  we've got that subtle ribbing that you'd expect from a pumpkin and is already looking okay so if  we told H that brings everything back and we can then position our pu
mpkin on the surface and with  a plain really easy way to see if you're exactly on the surface because it has no thickness so just  G Z until the pumpkin just show through the bottom and if you hold shift down it allows you to move  it more slowly just a little bit of the pumpkin put in through that tells me it's on the surface  you might even need to go slightly lower than that okay so that's the pumpkin man we can have  a look at that preview of the render it's looking fine at the moment I thi
nk the light is much too  bright at the moment so we'll come down a little and the angle is very wide at the moment so the  shadows are very soft and I would think unless it's a cloudy moonlit sky it should be almost a  point light so we go with a much narrower light I've just tried to point one there and you notice  in this case it makes very little difference in cycles that would have made difference but because  we're in AV mode shadows are controlled elsewhere so under the line settings in t
his case of Sun  we can play around with these settings down here to affect the shadow normally it would just be  the angle so if we reduce the softness we go to one may have just been able to see the shadow  became slightly sharper down here if I go much bigger you can see it's a much more blurry shadow  I want a fairly sharp shadow and bias effects the edges of the shadows you can just play around  with those an exponent obviously the the shape of the drop off between the edge of the shadow  w
here its brightest and deeper into the shadow and if you want you can turn on contact shadows  which you can see gives you a little bit more darkness down there it's looking a little light  under there at the moment I turned those on I wanted lots of dynamic contrast in the scene  if you want to see what your scene looks like without these highlights by the way you can just  click here and that gets rid of it so I guess I need to carve my pumpkin so now we're going to  start carving our pumpkins
so back into edit mode press K for the knife tool I'm just gonna  select pre-existing vertices just to make it easy you don't have to impress space and then  K again and we'll do the same over here and then press X and delete faces and that's cut  the first ones as I'm just gonna do a very basic carving for this one but it become more clear  in a moment when we give some inner surfaced and part of the reason for carving them apart  from the fact that that would be traditional is because I wante
d to show the candles that I'm  gonna put inside so give this one a nice sizable gape so I'm now going to go to modify as you can  see I've got my subdivision surface on there at the moment I'm going to add facility by modifier  but just before I do that I actually going to add another material a lot to materials at the moment  gonna add a third one I'm gonna call this pumpkin inside I will make this a sort of light yellowy  maybe light orange each sort of color very light colored as you'd expec
t of a real pumpkin so back  to the modifiers and add a solidify modifier I'm going to push that above the subdivision surface  and then we'll make it a bit thicker but it's hard to see at the moment because it's using  the first material so down here under material offset we click this here you can see it's using  the green material and click it again and it's now using me in a material for the inside but not  for the edge here if I say - for the rim as well now we've got a rim material that al
so reflects  what we would expect and of course we can take his mouth and just pressing G twice we can make  a little wider there you can play around with where you have the subdivision surface modifier  in some ways it looks better like that you know that it doesn't you may also want to apply these  modifiers so that you can make a finer adjustment to the geometry but we'll leave it like that for  now we go back into here there is our very simply carved pumpkin and we can yeah I think I prefer 
that method we haven't got a lot of geometry in here which is why it's doing there I could apply  the subdivision surface additional geometry would make this a finer finish as it were but for  demonstration purposes I think this will be fine you can do click a few things like even and  high quality normals which may make a difference and you can also adjust the clamping which  will effectively adjust how it's working as well as the thickness itself and you can go out  rather than in of course I
'm just gonna go into about that so that's made our pumpkin select  the pumpkin and just press H just to hide it and I'm gonna add a simple cylinder shrink that  down lift it up a little bit and obviously this is going to be our candle you're just putting  it on the ground or just above the ground add a few more loops about here and then I'm going to  select the edge here press e scale up right in quite a long way and then feed to extrude again  jesus said that's tilted slightly to one side does
n't have to be we're not really gonna see this  very well it's good to have a slight curve to it and narrow the ending ctrl R and then use the  scroll e we'll just to add a few more vertices here now candles burn they seem to melt the wax  slightly less immediately around the base of the flame but then as you go away you get it a well  formed and then obviously at the edge you have a raised wall again so if we select perhaps that  vertex turn on proportional editing with smooth G Zed and make su
re the circle of influence isn't  too big we can start to bring that down be a bit more like a candle would be we can perhaps select  that turn that on to sharp G Zed and bring it up even further set that back to smooth I was gonna  select a few random vertices so I'm close together some not G Zed and just expand the influence of  it so this is where candles obviously melted away and perhaps some of the wax is ripped down I'm not  gonna worry about simulating there the wax itself but I am gonna
add some more vertices just about  there little loop and controlled to just to add a nice subdivision surface right-click it say shade  smooth and you can see I need some additional vertices here at the wick but other than that  that'll do for my candle shape maybe take that Dana a little bit I will add some extra vertices  there so I'm just going to go to materials now and just say new first one is candle body and for  the moment we'll just give that a slightly yellow color and then another mat
erial and we call that  a ball wick and obviously we just give that a nice sort of really dark brown / black color and assign  that to the wick you can see it's gone slightly too far but we can narrow that in by just adding  some more vertices and bring them in so we're gonna do a bit more with that material but there's  the basics of the candle body what we should be doing of course is naming all of these things if  we come up here that's the cylinder at the moment or pull that candle right bri
ng the pumpkin back  again that's currently a sphere so we'll call that pumpkin and the plane down here we'll call that  brained so now we know what we've got selected hide our pumpkin again so now let's make the flame  there because this is evey yes you can simulate volumetrics in evey but it's a bit challenging  particularly for flame so to get a nice simple but reasonably realistic maybe slightly cartoony  flame effect I decided to not use bodymetrix at all what I used was a cloth simulation
so I  thought back to how some of the artificial candles seem to simulate flames and I went along  those lines so I'm going to add a simple plane to begin with raise that up control are just  to add a loop down the middle life is in edit mode obviously delete those edge vertices ctrl R  and add a few vertices here it's always best to go is slightly less and slightly more vertices to  begin with G X and I'm just going to move those in I wanted sort of widest here and what I'm doing  is I'm trying
to make a sort of teardrop classic flame shape so let's add a subdivision surface to  that so I'm going to select that vertex to select that one ctrl M alt m and say merge at last so  that brings that one over there and then gy just to drag it up a little bit I'm also then going to  come over here and add a mirror modifier push that up above the subdivision surface and now you can  see the sort of shape I'm trying to make that's roughly a flame shape I'm just going to remove  the subdivision su
rface for a minute and then ctrl R and I'll just add an extra set of vertices  there and just bring those and just bring those up like that at this point just to make sure I'm  going to select all the vertices say you and say project from view now we'll come to materials Paul  let's flame obviously this is gonna be an emission material so I'm going to leave the base color of  that basically a white color doesn't really matter and I'm gonna add a color ramp I had quite a  number of colors in here
but essentially the left-hand side I had it black then I had a sort  of dull red color next I went for an orange what a bit brighter then a sort of more dull orange  color and you can see I could create that easily by just adding a new point up here between  now and then just drag it over then a sort of bluish color it's just a sort of cartoony view  of what a flame might look like almond a purple color and then finally black again I used linear  interpolation these two I had quite close to the
middle this one's somewhere around here this one  here and this one's around here you'll obviously need to play around with that yourself this is the  different colors of the flame throughout the body of the flame now this is a flat plane it's not a  volumetric flame it's not 3d you could play around with actually creating a three-dimensional flame  and even using the cloth simulation but I didn't feel it was really necessary so connected that  to the emission on our material I'll just go to re
ndered view obviously at the moment it's just  a random color next I added a texture which is a gradient texture set that to spherical take the  factor out of there and put it into the color ramp know by partly by luck it's pretty well aligned  already and just to improve things I'm just gonna add my subdivision surface back in Nice or ctrl -  and there it is but in order to allow me to play around with how the shape worked and so on I also  added under vector the mapping node connect that into
the vector input of the gradient texture  and then I added in an input which is a texture coordinate node and use the UV output and put  it into there you can then play around with the settings here so scale in this case get something  approximating what you're expecting from your fling of course you can also play around with  where these points sit if you push them closer together you'll get more variation in the color of  your frame and this also allows you to adjust the position of the flames
slightly as well and you  can also try different interpolation methods just to see what they look like but it gives you quite  a lot of control and you can add more or less or fewer points to achieve different effects add  another point in there that perhaps was a bright yellow color and you can see that's brightened  up the base of our flame there I'll go with that for now and then I'm going to just come back into  preview mode rotate on the X 90 then go back into edit mode with everything sel
ected g.z so that  I can put that little origin point there at the base of the flame back out of edit mode and just  scale it down to something appropriate to the size of my candle and then what I did was I grouped it  with the candle so that I could move the candle around and not worry about whether the flames in  the right place with the flame selected we need to go to physics properties and we need to add cloth  if I just press play at this point obviously the candle flame is just gonna drop
through simulation  so go back into edit mode on the candle just select a couple of vertices at the bottom come  into here which is the object data plus on vertex groups and just a sign so we've got a group called  group and that's assigned come back to the physics properties and then scroll down under shape you  can set the pinning group and set an attitude group and now when I press play the candle still  drops but you can see it's pinned just there now I played around with various different e
ffects such  as wind effects and so on but I actually ended up doing it in an even more simple way but before  we get to that let's just set up the material somewhat similar to the way I did know one word  of warning particularly with cloth simulations the size of your meshes new models has an influence  on how certain things behave generally I find that to be more relevant for collisions and we're not  gonna worry about collisions for this simulation but something to be aware of so I'm gonna gi
ve  you the settings I've used but they may not be exactly right they may not even be right for this  version that I've made here because I may not have ended up with something exactly the same size as  what I did originally but we'll go with it anyway and one little point you click up here you can  actually select some presets for materials anyway or create your own for that matter so I stuck with  the defaults for a speed multiplier and quality I'll go into detail on materials simulations agai
n  in a future tutorial but essentially that's how fast things settle into wherever it is they're  gonna go one being the normal time as it was so math I set to naught point once I've got a light  material err viscosity I turndowns air viscosity essentially damps the activity of materials so I  set that at naught point one so a tenth left it on angular bending model stiffness I left at all  the defaults with the exception of bending which I put up to five so the tension and compression  under da
mping I left on the defaults shear I set at naught point one and bending damping I also  set to null point one as I say we'll give this a go in a moment and we'll see if I need to tweak  some of these settings as play that now and you can see at the moment that just drops under  cache make sure that the end point for your cache coincides with however long it is you want  to be able to see this flame so typically the full length of your animation default is 250 and so is  the link the default len
gth for any animation so at the moment that's fine we've already talked  about the pinning group one thing I did need to change under shape we needed dynamic mesh on so  this is basically recognizing if we are putting some movement on the material and we are going  to do that so if the object the mesh is moving in order to for the simulation to recognize that that  mesh is not in exactly the same position as it was when the simulation was started we need to tell it  that it's a dynamic mesh and
to be aware of that otherwise it won't work so we'll turn that on we  don't need to use collisions for this one property weights were not worried about but field weights  we do need to do something so under gravity as you saw at the moment that flame is just dropping we  want it to go up now experimented with just using a wind force but ultimately I wasn't satisfied  with any of those so to make the flame go upward instead of downward I reversed gravity so I set  this to minus 0.1 and now you ca
n see a little flame floats upwards but it's only going upward  because as it were it's dangling in accordance with gravity so what that means is if I apply some  movement to that flame I move it around like this for example you can see it flops around so all I'm  now going to do is give a bit of a wobble on that flame hopefully I'll get something approximating  the movement of a real flame good enough anyway so I've done what I'm about to do multiple times in  various different other simulation
s that I've done so those of you of watch others of my tutorial  probably won't be that surprised on what's coming I'm going to go to the graph editor I'm gonna  make sure I'm at the beginning of my animation with the flame selected hover over the flame  and just press I and I'm just going to record rotation I'm not gonna record position then up  in the graph editor I'm gonna press n to bring up the right hand window and select modifiers  I'm going to open this up here and just select Y rotation
for the moment so hopefully you can  see Y is going into the screen at the moment so that would be left and right which is the main  axis that I want it to rotate on I'm gonna add a modifier which is going to be a noise modifier and  you can see we've got this happening so if I press play now you can see our flame is actually bearing  in mind we've got that cloth simulation on there starting to move a little bit like a real flame  so we probably need to slow that down a little bit so I'm creasi
ng the scale and you can see it's  wobbling more it's actually quite a large offset at the moment but it's going so quickly that  the cloth can't keep up with it I'm also going to right-click on that and say shade smooth not  that we should be having any shadows on it anyway maybe even larger than that but it's a random  pattern which is quite good for our purposes and if we think it's a little bit too stiff we can  add a few more vertices in there but I think given we're not gonna be seeing thi
s frame completely  that's not too bad what it can do though it will slow the simulation down quite a bit it's  actually increased the number of subdivisions i've increased the subdivision surface here  and you can see the cloth sim is below it so it will be acting on the subdivided version of  the flame but you can also see it takes longer to run the simulation the frames per second is  slower but you can always bake it and I strongly recommend that you do bake it so that it doesn't  get upset
if you're changing some other things in the scene if you want to you can experiment with  putting forces in there just to like a wind force to see if that affects it as well I played around  with those but ultimately I wasn't satisfied with that if the deflections on the flame are too  great you can reduce the strength of course I go with 0.5 because we want a flame that moves  around but we don't want it going around too violently typically certainly not for this scene  anyway just a little bit
of subtle movement maybe slightly bigger than that at 0.75 and maybe  slightly faster than that so we go with 14 so there's enough there that we will see the  movement when we're looking at the flame so that's great the only thing is object lights  don't illuminate things in evey so I need to simulate that effect because this is inside  a pumpkin so we should be having some moving shadows and things like that simulate that  I decided to actually add a couple of point lights now I added two beca
use the candle flame  itself does cast a shadow I couldn't find a way to satisfactorily in evey remove that shadow  though I'm sure there are ways so an easy way to simulate this moving candle flame was first of  all to add a couple of lamps so I'll add a light they're called lights now not amps simple point  light a scale it down the radius is quite small there but I'll move it slightly to the front of  the candle and give it a nice yellowish color other than that I left most of the settings  a
t default and then shift key and duplicate so select my light my lamp select my candle flame  we're going to edit mode on the candle flame and I'm gonna select somewhere in the middle that  vertex there in the middle control P make vertex parent and say yes because obviously flame isn't  moving around as a single object bits of it are moving in different ways so what I've done is  I've actually connected that lamp to the vertex at the center of the flame you can see that the  light is associated
with the flame now it doesn't seem to be quite joined to the correct part of the  flame because I've got that subdivision surface on there so there's actually a lot more vertices and  they're moved around as it were it doesn't matter too much the most important thing is that I've  got a lamp that is closely associated with the movement of my candle flame I'm gonna shift B and  create a duplicate and you can see the duplicates already joined and put that there if you wanted to  you could remove
the parent and move it up up to here it doesn't matter too much they're spinning  around a little bit that'll actually just enhance the idea of what's going on so let's just sort  out the material for the candle itself so we'll go for the candle body this one's relatively  straightforward and a subsurface color I'm gonna set a sort of orange color fairly bright orange  color roughness I set down relatively low it's barely shiny obviously by rights this area should  be even shown you and you can
play with different materials if you want to I added a bit of a sheen  I think I got up to about point 6 something like that I left the index of refraction where it was  and I set the subsurface up at about point nine four five you can already see that's having  an effect we go to a rendered view name you can start to see what's happening now there's some  additional things to do again subsurface isn't as straightforward in evey as it is in cycles cycles  it attempts to replicate the physical wo
rld evey attempts to produce something that looks a bit  like the physical world but through little cheats as it worked first of all let's click this and  turn off the control points so that we can see what we're looking at you can see these strange  layers so we'll go to this little computer symbol or whatever it's supposed to be and we'll make a  few changes here so what are the ones I'm going to change is screen space reflections all you'll  see is a slight change here where we're picking up
reflections of the surroundings again it will  slow the render time down slightly but give us a slightly nicer overall effect I also turned on  refraction not sure that made much of a difference I put trace precision down to zero I set edge  fading down at zero and I left everything else at default my animation I turned on motion blur I'm  not gonna worry too much about that but obviously the important thing at the moment is subsurface  scattering so let's increase the samples and you can immedi
ately see something changed in there  I went for 10 and you can see it's basically an increased quality and then jitter thresholds  this is obviously how it smoothes it out a little bit you can see as I go up it's less of a  distinct layering though there are still layers there that is how it works and don't worry too  much about that slight effect around the candle flame because we're not gonna have that they're  like old H and bring our pumpkin back and if I turn the pumpkin around to the cand
les the right  way around I think that can was possibly a little bit too bright at the moment and that's where I  can control it here and I can darken it here as well just so we get a bit more variation on the  candle flame one other thing I should have said about the candle flame we want transmission up  at 1 and that means we don't get light reflecting from our lamps that are in front and behind it  and yeah you can see we've got more of a sort of flame effect as I said it's a cartoony flame 
but you can play around with it and get various different effects from it so if we have a look in  there I've now got our little flame moving around there and we've got our pumpkin I just hide  the floor we can box select everything there don't want the lamp and duplicate it that's rotating a little there and we can  just come over here so bring the floor back and we'll know simulate are moving tree shadows  I'm going to add a mesh which is plain but if you've installed it you can use images of
planes  I'll do it simply at the moment I'll just add a plane and we just raise it up have a look at  it you know it mode project from view bones add a new material I'm going to add color node  which is an invert node and that's just because the particular texture I'm going to use and  I'm going to connect that to the Alpha input then I'm going to add a texture which is an  image texture make the color output of that into my in aversion node open that and I used  this one you can create your own
you can draw one it doesn't matter too much you're not going  to see it in a lot of detail mine is black on white which is why I'm using the invert node if  it's white on black you won't need that I just connected into the base color you can see where  we are with it and if you want to we can go to the UV editor select our tree shadow go into edit  mode and then we can just make the tree occupy more of the shape doesn't matter too much we don't  want too hard an edge that's all we don't need th
at but we do need the Alpha I'm going to make  the reflectiveness of the ground I'm gonna make it slightly rougher because it will show up these  shadows a little better and now I'm going to angle this shadow mask to align with my Sun lamp and if  we go into rendered view now you can see we've got a shadow cast all the way across if need be we  can obviously make it bigger but at the moment that's not doing the effect that we actually want  I'm also going to just quickly select my pumpkins hide
them I just turn on which is something I  should have done before contact shadows for these lamps simply because that'll reduce the amount of  light bleeding at the bottom of my pumpkins as I said things don't work exactly the same as they do  in cycles that's a little better so one thing that confused me a little bit using Eevee was I find  I needed to do some different settings for this alpha mask which is essentially what this little  tree object is compared to cycles and obviously that's the
case for a number of settings so one  thing that took me a little time to sort a when I try to create this scene using the Eevee render  engine was that there's another set of settings and the materials that are not so obvious so so if  we go to rendered view you can see at the moment we're just getting a full shadow of this mask that  we've created here so it's not giving us the tree shadow that we were looking for and the reason for  that is there's some settings at the bottom here that are r
elevant to Eevee that we need to use  and under blend mode in shadow mode you can see we just got a Paik under shadow we need to change  that you can use either alpha clip or hashed I didn't see a lot of difference but you need to use  one of them if you select none you actually get no shadows at all and that might be something you  want to do with some objects but for our purposes I'll just select alpha clip and you can see takes  a moment to think about it and then we've got our tree shadow ap
pearing there so there's a number  of ways that we can add some movement to that tree shadow but I'll do something similar to  what we've already done with the flame and that is just used the graph editor to add a little bit  of movement as if there's a sort of slight in the air so I've got the object selected make sure  I'm at the beginning and I'm just gonna press I and record location now I'm going to go to the  graph editor up here open this up and we'll just select Y location for the moment
go to modifiers  we'll add a modifier and we'll select noise and may be difficult to see but yes we can't see it  so you can see we've got some relatively rapid movement there to move that really cursor out the  way that's obviously a little bit too fast and possibly a little too small but we'll see about  the size in a moment but let's just turn the scale up and you can see we're getting a little more  movement there will turn the strength up a bit possibly a bit too much go for  1.25 and see
what that looks like and we can adjust the phase go for  different areas within the random noise maybe we'll make the scale a little smaller I'm just going to size up that mask a  little bit and if we want to we can of course add more noise either the first  to the X again or more likely given this is already a noise selection we added  that to the Y so we'll add this to the X and we'll add a noise modifier  to that turn the scale up a bit as well you and we can try alternates down here you can 
try hashed that gives you a slightly fuzzier shadow which may be what you want and you  can obviously play around with some other options as well we go to here I've got rather a  high cube size there the default is much lower than that it's something like that this is  essentially the quality of the shadows I've got soft shadows turned on again that just gives  you some extra control I did use a cube size of 204 eight and you can see that slows the render  down in theory gives you more accurate
shadows whether you really need that for this I don't  know I'm just gonna go for 512 I think and then you can play around with the Cascade size so  again that's going to affect the quality but again I think for most purposes of shadows like  this you don't need a particularly high quality and again you don't necessarily  need high bit depth either so you can see one of the great things here is  this is rendering pretty much the quality that it would render if I hit f12 in real time probably do
  a bit more work on the color of those flames and I'm just making them completely rough textured as  well and that that's just making sure we haven't got any strange little highlights appearing and  as I say we can just play around with this to get the flame look that we want I'm just turning  the brightness of those lights down a little bit the way you can find them obviously I didn't name  my candle flames very well there but nevertheless you can see the little point lights are appearing  und
er there so it's quite logical the way that it's presented now just turning those all down  to one watt you could have used old D to create instantiated versions of these lights and then of  course changing one would have changed all of them so the only thing remaining now is that I also  added some simple volumetric mist to the scene and then changed a few settings in the renders  so to do that I'm just gonna add a cube it's gonna hide that object for the moment look from  above and bring my cu
be over to my team scale it up to about the size I need it go down on the  Zed because I don't need lots of mist or I'm not gonna see it and just put it about there we can  make it perhaps a little bigger than that what I don't want to see if I go to wireframe is any of  the corners of that cube you can see the corner is just visible there at the back there so possible I  might see some artifacts probably not but I might so first we're going to edit mode face select  mode select that top face G
Zed and just lift it up - it's out of view and then perhaps this face  G X and just take it out so there the bottom one is actually hidden by the floor plane so I don't  mind about that one and then I'll just go back into solid view I'm going to change the way this  particular cube is displayed because obviously I can't really see what I'm doing at the moment  I'll turn off shadows as well and we're just to say display as a wire and there we can see what's  going on I'm going to give it a new ma
terial and actually while there is a principled volumetric  shader I find it a lot easier just to use a simple volume scatter node for this effect so I'm  gonna add a shader which is a volume scatter so again this isn't necessarily perfectly  accurate but it's easy to set up and easy to understand so if I go to rendered view at this  point can't really see very much at the moment that's because I need to turn on volume metrics  in the render option so you can see they're not on at the moment and
I'll switch on volumetric  lighting because essentially we're scattering light volumetrically so you can see we've got a  very misty scene there it's nice to see that we can actually see something that's quite fun but I  want missed that's not completely solid like that obviously I could just turn the density down and  we'll get more of a slight mist effect perhaps Oh to follow something like that and that's quite  fun that's going nice all I really want is mist that varies in density especiall
y as I want  this to be moving just as part of an effect so I'm going to add my favorite node which  is the color ramp and we'll drop the color output of that into the density of the volume  scatter and then gonna add a texture node which is a noise texture node drop the factor of that  into the color up I used a relatively low scale of about 8 and left detail and Distortion I think  I'll turn distortion apps slightly and that gives you sort of more swirls I then move this bottom  end of the col
or ramp button to the right and you can see we're starting to get some variation  in the density now that's ok but I want the mist to move it's no I don't want it frozen because  I'm not making a still scene here I'm making an animation and to do that in a way that aligns the  mist to change shape rather than just moving the block I'm going to add under vector a mapping node  and take that into the vector input of noise and then I'm going to add an input which is a texture  coordinate input now
when I put this mapping node on blender defaulted to assuming UV coordinates  under this cube is not UV unwrapped so I need to tell it what kind of coordinate system to use  and to work out where pixels are within this cube and I just used generated and there you go it's  back again so what we now need is to cause that to move so we're at the beginning of the animation  so I'll hover over location up here and just press I that's recorded that location so this is the  location of the texture in t
he 3d space and an amount of movement that worked for me over a  thousand frames was one meter so this is only 250 frames so strictly I should go for quarter  a meter but I'll go for half for me too just so that the effect is more visible so we'll go to the  end of the animation change this to naught point 5 press return and then press I over that now we  don't want the miss to be speeding up and slowing down throughout the course of our animations make  sure that mapping node is selected then g
o to the graph editor and you can see the red parameter is  the one that's changing there which is X select X and then go to key interpolation mode linear so  it will move at the same speed from the start all the way through until the end of the animations  we press play now you can see we are getting the mist moving and it's hard to see perhaps but the  shape of each patch of mist is also changing over time as it moves through the three-dimensional  space and we could move it forward and back a
s well of course in this case I've just got it  moving from right to left and that's moving a little more quickly than I have it in my animation  and there's a couple of other things we can do for the volumetrics if we want to we can increase  or make the tile smaller so it seems like the way that volumetric is done quickly for Evie is  that effectively it's creating flat slices of our volumetric effect and then stacking them together  so that from the point of view of the camera they look rough
ly contiguous so it's not calculating  every point in space it's calculating quanta it's quite it's calculating slices the less slices the  more quickly it will calculate that so if we go up to 16 pixels which will be a lower quality  it will actually calculate it more quickly or if I go down to two and be careful with this  because you've got a lot of volumetric sometimes this can cause bender to crash it will take  longer to calculate it and certainly there's a slight difference between three
viewport and final  render but it will be a more convincing render if you're able to see slices you can particularly  see see this when you move around like this see how it takes a moment to sort of fill it all  in I put this up to 16 you may be able to see it sort of more blocky so if you want a really  high-quality one set that to the smallest number and obviously samples would affect that as well  I used 128 again that gives you a higher quality render but it may struggle slightly as you as 
you can see these there we're keeping up with the animation so set it low while you're playing  around and setting the speed at which you have the missed move but then put it up to whatever size  you want it to whatever quality you want it to you can turn on volumetric shadows and obviously  that will cause some interesting effects if you got lumps of more dense mist appearing we go  back to the shader editor that's the basically the set up I used but if you wanted you could  increase the densit
y of the mist in the high density areas while not losing the sort of empty  areas by simply adding a math node into here and setting that to multiply so if it's less than  one you're right actually decrease the overall density of the mist but if it's more than one  obviously where there's no mist if there will still be no miss but it will rapidly increase  because you've effectively increased the max density so you can see we're getting some  pretty weird cartoony sort of effects there but you m
ight want something more like that  and of course you can play around here I used EES which gives you a slightly more subtle effect  and you can play around here which means you have a faster or less fast drop-off in the mist and of  course increasing distortion will give you a more swirly sort of mist which may be what you want  I'm just gonna decrease the intensity of this mist a little bit and now we're ready just to  do the last effect so I did this with a moving camera and things like that
very simple we're  just recording the location of the camera and then moving it and recording it again but what I  wanted to show was animating the depth of field so to begin with let's add something into the scene  on which we can focus the camera so I'm just gonna add an empty so an empty is just an object which  can be a number of different shapes you can even have custom shapes I believe but it's never going  to render it has no real dimensions or anything like that but you can use it to con
trol things  and also set where things are looking I'm just going to hide that other window and I'm gonna set  this to about here the position of this empty for this effect only matters in terms of forward  and back as it were how close or how far from the camera it is doesn't really matter left and  right but I'll move it this way just to make it a little clearer so that's the only empty in the  scene you can give it a specific name if you need to but now I'm just gonna go back to select the  c
amera and we'll go to the camera options here and I want to switch on depth of field and you  can see it's all gone very blurry and I'm gonna say focus on object start typing efore empty and  say empty you can see it all come back into focus now I used an f-stop of about naught point 6 so  you can see now the pumpkin at the back there is much less well-focused than the one at the  front door the one at the front isn't perfectly focused and there is a setting in the main scene  settings or depth
of field so this really is more if you've got little speckles of light in the  background it's a bokeh effect something like this you won't really see much of a difference so  I'm gonna select the empty name and I'm gonna move it around and you can see the effect it has I'm  gonna say gy2 move it forward and backward you can see even the foreground pumpkin isn't going  out of focus and as I move that back you can see it comes into focus and then goes out to focus  again so you can already guess
what I'm gonna do I'm just gonna put it fairly close to about the  middle of that pumpkin face now because part of this pumpkin is out of focus that means my depth  of field is a bit too narrow so it's making this foreground pumpkin look like it's actually a  miniature thing as if we're looking through a microscope so for this particular scene it wasn't  quite the same with my other one I need to have perhaps not quite as tight a depth of field so  I'll increase this number here this f-stop to r
educe the amount of D focus slightly so that will  mean that the background pumpkin comes slightly more into focus but you can see now more and more  of this one is becoming focused as it should and obviously we're in a very preview version of focus  at the moment I go to the render view name can still see it slightly soft there perhaps we'll go  up to 1.5 we'll go for 1.6 and we'll call it a day there the exact number will depend on the size of  your scene the actual dimensions of your scene an
d the particular camera settings that you're using  but from my scene here this one will do so I'm not going to animate the camera but what I will do  is animate this empty and I'm gonna go with the default Bezier curve for its animation so we'll  look from above and at the beginning of the scene perhaps act it about 25 frames so one second will  store the location and then we'll go to frame 225 so about a second before the end of our animation  g.y and just take it back it doesn't really matter
about it to X location so if you want to move it  off to the side just to be sure you're precisely in the right place then that's fine it doesn't  really make any difference and we'll press I and store the location again so if we go back to the  beginning press play you can see it does nothing for a moment then starts to accelerate and it's  fairly quickly then lose its focus to the valley in fact I think I'm not happy with with it taking  quite so long to refocus because I'll have a lot time w
ith it out of focus there so what we can  do rather than having to re-record all those those two points again we can just open up a new  screen and go to the dope sheet and there is the empty so if we press a to unselect everything I  have to press it twice click that little point there and just press G and just drag it back so  we'll come maybe to frame a hundred so now when we do it it'll actually move a lot more quickly  it'll only take about four seconds to change focus which is what we're d
oing and there it goes  so if we now look from front and we go into rendered view go to the beginning of the animation  press play and we've got a Miss rolling through and then you can see the focus changing from the  foreground to the background and there it is so if I turn off the distracting control elements  which is just clicking that middle point there go back to the beginning basically watch this  background one because it's a relatively wide fit depth of field anyway which it should be 
and you'll see over time that one in the back comes into focus and there it is and this one  a default foreground goes out of focus and if we wanted to of course if we did one of perhaps  simulate miniature we can increase that f-stop so I put that up to one or decreased it rather  to make the depth of field more pronounced you and you can see that see that working now there  that one's coming into focus that one's going out to focus and that's a classic effect for  focusing the attention now th
at's all for this tutorial so I hope you find that useful if  you did let me know and I'll see you in the next tutorial thanks a lot so I hope you found  that interesting if you did let me know if you enjoy these tutorials don't forget to click  like and subscribe I also have a Facebook page and a Twitter account and I now have a  patreon page as well and I'll provide links to all of those in the description below so  I'll see you in the next tutorial thanks a lot

Comments