Morphing Text to Particles in Blender
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- เผยแพร่เมื่อ 10 ก.ย. 2024
- Diving deeper into particle simulation in Blender 3.5, where we morph text objects into particle systems and back to text again. Main tutorial here: • Transforming 2D icons ...
Assets used:
Software used: blender.org/
Open Source SVG Icons: feathericons.com/
Fugaz One font: fonts.google.c...
Bootstrap icons: icons.getboots...
6:23 “I guess I’ll figure it out later” most relatable sentence ever 😅
Really really cool, keep up the great work!
Note: Why do you use random (in the source property of the particle emitter) you can use grid and set the resolution and you will get a uniform spread around your object and it will save you alot of un-needed particles.
Note 2: You can use a vector math node set to absolute (which checks if the value is negative and it turns it into positive) so you can have the light based on speed effect :)
When dealing with the negative velocities, just use a map range node. map each individual vector value from range -1,1 to range 0,1. Then, when you add them back together, you're adding 3 different values that are in range 0,1, which add to a value in the range of 0,3. So you might want to divide by 3 after this to get the final result to a 0,1 range. If you are still seeing too many completely white particles, then you can divide the velocity vector at the very start to make it smaller.
Actually, even easier would be to just get the length of the velocity vector. Then you can remap the range from 0,{max velocity you expect in the system (roughly)} to 0,1
Love these vids! If you want both negative and positive values for the velocity you could use a math node set to absolute to make everything positive. Or you could just use a vector math set to length to get the magnitude of the vector
anyways love ur videos man , i've learnt a lot from your channel and its really helpful ❤
I found that if the words are generally of the same length(after scaling on the x axis) the particles fit better without gaps
I like this effect more, there's something about chaotic particles morphing into a uniform shape that makes it very satisfying.
I like so much this Depp version of your tutos ! ;)
If there is an absolute value part of the math node that would work
At 21:00 you switch light strength on and off manually. Of course you know that you can select the single keyframes that you want to duplicate, then Shift+D and move them on the X-axis. Click, click, click. Ready! 🙂
This is very cool! Thanks for sharing! :)
I really enjoy your deep dives! (And your other tutorials as wel) It is great to fever with you throughout the process.
As for the readability - maybe it could help to lengthen the particle emitter? All words up to 'force fields' are shorter or as long as the particle emitter.... Maybe the particles spread more evenly within the width of it? Just a hunch.
Anyway- keep on going! Your work is great and I learn a lot by watching you.
I don't know if anyone metioned down here , but you can use the Math>Absolute node to have both positive and negative "absolute" value out of your vectors
I think the bug is caused by the noise input in the turbulence force field. If you set this to 0 the particles will be still :)
The easiest way to make a rainbow color like yours starting with blue and ending blue would be to simply make both stops blue, set the Color Mode to HSV or HSL and the Color Interpolation to "Far".
The bug - you could keyframe the particles being effected at all by the force field in the particle properties, that way they won't continue to drift afterwards? Think that would work anyway :)
If you stream all day, I'll watch all day
thank you!
How can I go about doing almost exactly this, but having a camera slowly rotate around the text in a circle loop? And how can I not have the text end, but have it particle in a loop as well?
Fun Fact: If you use difference nodes in velocity, you need not turn off the colours manually.
Crazy stuff
U are a genius ❤️
I don't know how it works in blender, but IRL the fact that there is no force, doesn't mean that the velocity is zero. It only means that the acceleration is zero
love your content and it not being about views :)
Do the particles have a setting for mass or weight? Might just be momentum pulling them out of place.
Wouldn't a Vector Math Length straight our of the Particle Info Velocity socket work better?
would there be a way to key frame the amount of particles? or how about the spacing?
So crazy you found a blender bug haha. I never would have thought of it that way. About to binge watch all your videos for inspiration to get back into blender and kill it🔥🤍
I don't know what's causing the bug but maybe you can make a minimal velocity for the glowing effect?
I love your videos. I really do! But the way that you just place the camera off center gives me the ick every time :D
Lol!! I haven’t thought about that
16:29
I do have a question: what could i´ve done wrong when the Particle Emitter is still black?
Muy buenoo!!
This is cool. You ARE cool. :)
Cause u said that strengh 0 and 1 are the same, perhaps 0 is not equal to 0 force but one maybe is
for the second turbulence force, u said its a global force but you didn't click on global check box, I'm guessing that's what's causing these buggy effects, that way it doesn't affect the animation before the other force field reches the end.
How about to use Absolute values of the vector data in the particle info node? That way, the black is only at zero and both directions will be gradually brighter?
And to the “bug”. Isn’t possible that there is some sort of particle inertia because they have some initial weight? Just guessing.
Cool!! I’ll try it!! As for the bug, it seems it’s got something to do with the Noise Amount of the turbulence force field. I don’t think it respects the Max Distance under Falloff
@@Polyfjord2 if children let me, I’ll dive to this over the weekend. I bet it’s something outside the particle system. Maybe even in the basic scene settings. You switched off the gravity but maybe there is more…:)
use harmonic force instead
we have absolute value function in math node. just take the absolute value of the velocity data should fix the problem
Its not a bug but rather its the real time physics kicking in , you have so many particles and randomness that its creating a shock wave throughout the plane due to the force field , its just a simple physics quirk which i annoying while i was trying to do a liquid simulation before , apparently blender is very good at understanding real time physics so u kinda have to play around and figure out a sweet spot
this would be true if the particles were allowed to interact with each other
yes I agree but there is a force field at each point in the curve and he has subdivided it to a lot of points which creates even more disturbance , energy must move somewhere
Plus flow is air flow and air flow is a global force that will affect even static particles, if it's in a vacuum it won't until theres inertia
30 minute
quick fact - all the formulas u learnt in highschool work in blender so hold on to them cuz they might help 😂
...I'm still an expert with addition and a calculator..🥴...
You are going way too fast
Yes indeed ! i'll have to watch in slow motion and rewind many times to achieve this. May a global view of the nodes of the particles like with setting of your background for example plz ! Anyway, amazing job !!!
As I understood him from one of his videos, this channel is more the advanced and less beginner friendly one, so he's not intending to do everything slowly and in-depth explaining every step. I don't think it's too fast, I like these quicker tutorials.