AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |
Back to Blog
Blender ducky 3d9/27/2023 Point Light > Object context > Y 4m Z 0.6m Place a bright white point light in front of the camera that moves with the camera that will ambient light the dark tiles: Orange / Blue emission shader tiles > Strength: 200W Render context > Color Management > Look: Very High Contrast To make the final result better resemble the feature image we need to make a few more changes:Įdit modifier > Bevel > Width: 0.02m > 0.04m This will make the tiles appear more rounded.Įdit modifier > Smooth > Factor: 0.5 > 0.1 This will close the gap between the tiles. Render settings > Enble Ambient Occlusion, Bloom > Intensity: 0.030, Screen Space Reflections, Motion Blur Gray: Principled BSDF (metal 100% roughness 0%) It doesn’t have to be seamless, so no mirroring. LocY: -32m, -64m LocZ: 1.63mĭuplicate center lane to left and right lane. Add collection instance > Collection 2Īdd 3 more collection instances and move them in position. Set value to 360 degrees and click on Set keyframe for Y rotation.ĭisplacement wave should now play as an animation. Keep value to 0 degrees and click on Set keyframe for Y rotation. Move to bottom of the stack (towards the top of the screen)Ĭlick Texture: New + small button on the rightĪdd empty, name it Mover and move LocZ: 1mĪdd empty, name it Mirror and move it LocY: -8mĬhange Texture coordinates: Local > Object: MoverĮdit > Preferences > Animation > Default interpolation: Linear. Hide Bevel in viewport for now to reduce vertex count.
0 Comments
Read More
Leave a Reply. |