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Vorticity by Xels034 Vorticity by Xels034
I was bored today, so I came up with this. I used a volume material, but without a smoke simulation. Everything done with blender, as usual ...
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:iconspriglet66:
spriglet66 Featured By Owner Apr 10, 2016  Student Digital Artist
Amazing work! Do you have a YouTube channel with tutorials? If so please could you make one! :D
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:iconv--r:
V--R Featured By Owner Sep 6, 2012  Professional Digital Artist
How did you make this?
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:iconxels034:
Xels034 Featured By Owner Sep 7, 2012  Hobbyist Digital Artist
I answered it already beneath ZanderNicolics comment, just scroll down a bit
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:iconrealtimebrush:
RealTimeBrush Featured By Owner Feb 19, 2012
That looks beautiful, not unlike the nexus from Star Trek: Generations
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:iconyoroque:
YoRoque Featured By Owner Feb 19, 2012
Could you write a tutorial for this.. simply incredible
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:iconristridyn:
Ristridyn Featured By Owner Feb 19, 2012  Student Digital Artist
nice :)
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:iconeelstork:
eelstork Featured By Owner Feb 19, 2012  Hobbyist Digital Artist
Interesting "texture"
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:iconzandernicolic:
ZanderNicolic Featured By Owner Feb 19, 2012  Professional Digital Artist
Very good lights' choice and nice image. Would you tell us something more about the mesh?
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:iconxels034:
Xels034 Featured By Owner Feb 19, 2012  Hobbyist Digital Artist
Yeah, why not. I used a little icosphere floating from right to left, emiting particles. Those were distorted by two differend turbulece fields (with different sizes)

I used a simple box containing all particles. This box got the actual volume material. I used a point-density texture, using the particle system from the icosphere as color source. Point density textures have the decent feature, that they can be distorted by the usual noise patterns (original,perlin,voronoi f1,f2, ...)

Thats for the actual density. After that i copied the first texture and applied a color ramp on the second one, so that the borders of the smoke (the far left side on the ramp) were emitting light. On top of that a clouds texture to modulate the emitting color.

On a second layer, I rendered just the particles, bokeh'd them and added them in the compositor. I'm not totally satisfied by the bokeh effect though.

The background is just a simple blend texture. A little bit of compositing, using and abusing the typical effects and it was done :)

I like point density textures much more than the voxel ones from the simulator. The simulater takes vorever to bake and for me at least it always looks shitty. You can control the shape of the smoke much easer. Thats my experience at least
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:iconzandernicolic:
ZanderNicolic Featured By Owner Feb 20, 2012  Professional Digital Artist
Thank you for taking time to tell me it in so detailed a way. Really useful workaround to know.
I'll give it a try sooner for sure. The result you got is one of the best I've seen till now done in Blender.
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:iconchaosfissure:
ChaosFissure Featured By Owner Feb 18, 2012  Hobbyist Digital Artist
Wow, I absolutely love the lighting. You've convinced me that I need to try that sometime, but I'll probably fall well short of that ;_;
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:iconghostcero:
ghostcero Featured By Owner Feb 18, 2012  Hobbyist Digital Artist
Great!!
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:iconendlessillusionx:
Endlessillusionx Featured By Owner Feb 18, 2012  Professional Digital Artist
looking good.
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Submitted on
February 18, 2012
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