Wow! This is a cool combination of two methods. And thanx for the explanation using a plane in the beginning. You are a great teacher! Live long and prosper! 🖖😅
Encore une fois un excellent tutoriel!!! I had to set my texture coordinate to UV on a model of a spaceship in order for the effect to setup correctly. Will be using your effect for a cloaking ship.
Merci beaucoup Danny! Yeah using UV coordinates can sometimes be necessary. But that’s why this is so versatile. It works with almost any object and can be used for loads of purposes like yours! Thanks for sharing 👍🏻
thank you for this tutorial, can you please advise on how to make it dissolve directionally (for example, from left to right)? can we mask part of the 'dissolving' shader and move it, creating this effect?
You're welcome! You definitely can do it directionally. The easiest way is to replace the Noise Texture with a Wave texture, set it to a very small scale so it covers almost the entire object, no distortion, detail to about 10-15, detail roughness to 1 ish. Use the mapping node to get the direction right if you need to change it! Works like a charm :-)
@@KaizenTutorials ah, seems to be elegant and simple! i was thinking about b/w gradient as mask, but no need to introduce more unnecessarily nodes) i feel the urge to play with different types of textures and see what happen) can it 'react' to fire if fire is domain+simulation? or a mesh can't 'know' where it was 'touched' by this type of fire to create 'holes'?
Simple is usually the best way to go haha! But i’m not sure if it can react to fire sims. Object it could though, since you could have it react to dynamic paint in a way that it would burn starting from where another object touches it!
@@KaizenTutorials yes indeed, the beauty of simple solution is so gratifying) i thought of dynamic paint, but i shy from it to be honest, i suppose i don't understand how to work with it properly, need to have another go) as well as geometry nodes-enticing but so intimidating)
I was gonna ask this same question. I figured using a gradient texture would also work. I am gonna go make a plane and start plugging in all sorts of textures to see what cool stuff I can get!
Heyy there !! I have tried it out and worked appreciate the video… only thing the particle size is a bit bigger comparatively … it isn’t fine dust size if you get what I mean
Thanks! Well if you want smaller particles you can just change the scale. Make them smaller and maybe add a few more, that way it will be more like dust :-)
That’s actually not easy using particle sims. I would probably use geonodes for it nowadays. Especially with the upcoming simulation nodes in Blender 3.5!
I think you can't export particle effects. The shader for the text should be exportable to Unity I think. The particles would have to be recreated in Unity. But I don't use Unity so I'm not 100% on any of that.
Yes! Gradient texture + color ramp into the emission color. You can control the gradient with a mapping node plugged into the gradient texture and add colors with the color ramp
@@KaizenTutorials I tried that earlier but it doesnt make a gradient. I also tried plugging the noise texture to the mapping and gradient texture, it creates a gradient but it goes over the whole object rather than following the border of the dissolve effect
I used this method in my music video. 😅 It turned out interest. The girl disappeared. This is a link to a specific moment. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YDEbUnd51Is.html Thanx again! I love this.
It's never time to quit Blender haha! But yeah nodes can be intricate and complex and some math will always be involved. However the basics are not extremely hard and when you get used to them it'll become easier and easier!
I remember the concept of Node Groups by treating them like Pokeballs. You can capture the whole shader into a single node without having to drag the whole monster with you.
Hi, great tutorial! I'm having trouble rendering the dissolve material for some reason, I can see it animated in the viewport but whenever I hit render there's nothing there, any tip on that?
That's kinda weird. You can join my Discord server and ask for help there with some screenshots, because that's usually a lot easier to help with. Here's an invite; discord.gg/uHNET9GB
Great and informative tut, got a sub and like from me... another impressive part is that as a creator you realize how to create a community by responding directly to your members, well done... I look forward to learning more with you...Keep creating...~~Just me, RD
Thank you RD! Appreciate it. I try to stay in touch with my community as much as possible! You guys are the reason I do this and the reason I can make a living doing it! ❤
@@KaizenTutorials so true...and as your community grows it might become impossible to respond to every comment, but doing it here and there is still a great idea as growth gets larger...
@@KaizenTutorials thank you for your reply. Do you have tips on how to achieve that? i'm still new at blender & i'm struggling to find the correct keyword for tutorial of the same effect on .png transparent image plane
how do i do the quick search, ctrl + f only allows me to search for existing node things i have placed, how do i add the math node thingy, (i have no blender experience)
Love this! How would you use this on a mesh with multiple textures ?? I'm new to blender, but would you just need to bake the textures or do I apply this effect to each individual texture of my model?
Thanks! Sadly there’s not a way I could find. I tried doing stuff like baking the transition to vertex groups etc but couldn’t get it to work :-( maybe if you create a pre-animated weight paint mask then you can do it but I’m not sure it’s possible in Blender!
The first time someone tells you what you're doing there. I completely understood what I was doing. The others say, realistic earth in a minute, dude, they think it's funny to let the video run faster. Thanks
When I paste the nodegroup into the text nodes it doesnt show the "shader" option on the top right of the node, is there something im missing or did the update change it?
Well simply put you could just reverse the final video export! Or reverse the keyframing of the particles and noise to get the result you're looking for. That would the easiest atleast!
Do you have Bloom enabled within EEVEE? And if you're using Cycles, the glow doesnt show. You'll have to use compositing for it by adding a glare node set to fog glow!
@@KaizenTutorials Oh, man you are so helpful, i didnt expect you will find time to give me answer, but very nice from you.... big thanks from me, man. thanks
Emission doesn't glow by itself. In cycles it requires volumetrics to bounce off and in EEVEE (which I used in this video) it requires you to activate the Bloom option, under the render properties!
Love this one! Great job! I love that in a tutorial about dissolving text, I also learned how to make a black background with an HDRI! Little surprise tip for us.
yes, i never tried it before -if i need some sort of background i just turn transparency on in render setting (leaving light info of the HDR, but not the backdrop) and create something else) this one can bring us to the result of having black background quicker)
That's also an option. Cool thing here is you could technically show ANY color as the background, or a different HDRI or any of the other background options Blender provides!
This is a really nice effect and easy to save the material and adapt it to more things in the future, thanks! One thing I was wondering is if you can think of a way to have the particles emitting only from the parts that are currently " on fire" e.g. only from the currently emissive area? I think that would bring the realism to new heights especially if you want to film the effect close up.
Thanks! Sadly getting the particles to emit from the specific areas is quite hard using traditional particles. Luckily in Blender 3.5 we're getting GeoNodes Simulation nodes and you can do this with those then. It should be a lot easier to capture the data in geonodes to use within the shader and vice versa. So then it's probably possible!
@@KaizenTutorials oh nice I'm still just getting started with blender in general and geo nodes in particular, but good to hear the new simulation nodes should make this easier. Since posting this comment I tried to find a way to combine the principles from this other tutorial with this one but I was too noob to figure it out. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-OJhNnI4X8NI.html