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sw/blender

blender010_doughnut Random Colored Sprinkles

by jtam 2022. 12. 29.
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ggg' evening!

 


today, I'll reshape sprinkles and put some colors.
here is a references,,

random sprinkles

this is our cutie pie,
first, we are going to reshape this, 

 

1. there are hotkeys for adding subdivisions with each level,
ctrl 1; is level 1 viewport subdivision, ctrl 2, ctrl 3, ctrl 4.

ctrl 1, ctrl 2, ctrl 4

1. add, ctrl 1; subdivision level 1

2. ctrl l ; loop cut

3. and drag to the direction I want

4. and do this to other side.

5. and do the shade smooth to look better,

6. if you want to make more detail, add i ; inset on the bottom. 
to clean up the end a little bit better.
but this will get the render so slow. 

7. name the cylinder to sprinkle,
and shift d ; to duplicate
select vertices by hitting number 1, 1-3 is vertices, line and the face.

 

8. add a loop; ctrl r,  in the section you want to make reshape.

 

* origin point*

 

this is the origin, and we can change the origin 

9. after adding the loop cut, scroll the wheel up to increase the number of loop cuts.

 

* ctrl z; fore changing the mode ; wire frame, render , etc.

 

10.  make variations as much as you want. 😍💕

11. m; move to collection 
you can also do it in the collection.
name them sprinkles.

12. click and drag them; the foler into the node.

 

13. geometry to instance - in the instance on points node.

 

14. as we didn't check the 

pick instance; is enabled,
then separate children so that we're not referencing all six of the sprinkles on each point but just one of them. 

reset children; so that it applies it to here not based on the distance from here to there. 

15. longer sprinkles didn't look good so, we deleted them.

16. we can add material to each sprinkle. 

but!
we want each of them to have it's own unique colors even if they are in the area of a certain color.



17. so, leave just one material and link them to one.
so one material shares all. 
by, clicking all the objects except the original,

click the origin at last and  ctrl l ; link > link materials

18.  finally, they are using exactly the same material. 

we are going to randomize the color.

 

19. connect object info - random -> principed bsdf - base color
Q.어떻게 구분하나, 컬러니까 컬러가 베이스 컬러에 가야 되는거 아니냐?
A. 랜덤오브제에 컬러가 들어간다고 이해하면 되려나. 

connect object info - random > this referencing random value btw 0-1.
0 is black
1 is white.
something like this based on the original color.

 

20. color ramp; by converter - color ramp

still using zero to one if we put the color ramp in the btw.

21. we can change color by color ramp like this. 

22. already colors are cool, 
they are still having different colors by the gracolorsdient. 
and if we want this to sprinkle have more identified more origin-like color.

pick color ramp > linear to "constant"


23. then there will be no graident

 

24. we can add more color.



/* pro tip! */
don't use 1.0 saturation.

 

25.  the range area means the portion of color to the sprinkles.

 

 

finished!

 

 

 

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