This movie was made by artist named beeple in Cinema4d.
I was trying to recreate it in Blender. But, I don’t understand how would this material animation work.
I’ve selected some face loops and apply white emission material. Now, in beeple’s video I believe there is gradient from black to white. Black could mean that material is shut down and white could mean emmision material is fully lit.
At least I think this is how the scene works. Could you tell me how to make such animated material in Blender?
The easiest way I can think of is using an animated texture as the factor of a mix between the black material and an emission shader, with white lines moving from side to side of the screen.
Something like this:
Thanks: Here is preview of 2 frames. Now, when I keyframe x,y location at 0, it starts as already lit material. How to make that glossy shader is set at beginning and emission at the end?
Or how to interpolate this texture in mix shader? 0 would mean there is only glossy mat and 1 would mean the texture passing through?
Sorry, I didn’t explained myself good enough. What I meant was to use an image sequence or video as the animated texture, instead of animate it inside Blender.
I just did a 10 sec animation of lines moving from left to right in After Effects, exported as a jpeg sequence, and then used the sequence as the texture.
Thanks. I would have to look into it. I can’t understand it at the moment.
I have found this material setup.
Now, I wonder if this material could be animated with drivers to follow geometry. But, I have no clue how to do it.
Also, there is something to learn.
The setup is basically the same I used, just on the image node change it from Single Image to Image Sequence. That is if you want to use this method.
If you want to have it all inside Blender without the use of external images the setup for the texture may be a bit different, and then drivers and/or other objects should be used. I just can’t figure it out just yet.
Did you check the original file from Beeple? Maybe there’s a clue on what to do to succesfully replicate the effect in Blender…
EDIT:
Just downloaded the project folder, didn’t open the C4D file, but he also used an image sequence for the light streaks, so we’re not too far from his technique; there’s just the question of how to map the model to have nice random streaks all over the surface.
cool viedo and good idea julperado, but fading in and out, change z and xy direction and light streak thickness must be a pain in the ass for such a effect. Also the mesh in the video seams to be modeld and not just repated with an array. Maybe he used some boolean and curves…dont know.
I think a good solution to animate the light effect is with procedural textures. Create the streaks with a wave texture and use object (i used a empty …but a bone would be better if its possible)as texture coordinate imput. Scale z value of the texture down to get only one or two streaks. To animate the streak use two gradient textures in front and back , and use also objects as texture coordinate imput…in this way you can animate the streak position,lenght,fading distance and with a coloramp in between the sharpness. Everything can be animated with 3 objects.
I will make further test to achieve the similar effect…realy good practice in animate procedural.