Thursday, 16 February 2012 19:25

Tutorial: Dissolve your Logo in Blender 2.62

Written by  Gottfried Hofmann
For this great effect, you need Blender 2.62 or newer. Let's start this from scratch! Create a new scene and delete both default cube and lamp. Then hit Shift+A and add a text object. No need to edit it yet, just rotate it by 90 degress around the X-axis (R|X|90). Next let's set up the camera. Hit 1 on the Numpad. This will be our camera perspective. By hitting CTRL+ALT+Numpad 0 aligns with the viewport. You can also use the menu for that:

Align the active camera to the view

Now it's time to edit the text. Select it and hit Tab to go into Edit Mode. Here you can edit the text just like in any text editor. When finished, hit Tab again to go back to Object Mode. For the BlenderDiplom logo I created two text objects and placed them left and right from the center. Of course the default font looks dull and you might want to change spacing, 3D extrusion and various other aspects, too. You can do so in the 'Object Data' of the text which you can find in the Properties Panel under the tab wifh the F-symbol.

Blender doesn't ship any more fonts but the default Blender fonts. If you want to change it, you need to have another font in Trutype-format (.ttf) located on your harddrive. A good resource for fonts with open licenses is the Google Web Font Archive. The following image shows the settings I used for the BlenderDiplom Logo:

'Offset' controls the thickness of the fonts, 'Bevel' add a chamfer but also increases the thickness so you should first do the beveling and then change the offset if required. 'Resolution' sets how round and smooth the beveling is and 'Extrude' adds the third dimension to the text. Beware that 'Small Caps' at the moment only works when your are in edit mode and about to type your text. You cannot change it afterwards.

Next add some simple material to the text. Set the Diffuse Intensity to 1 and the Specular Intensity to 0. For the red of the BlenderDiplom logo I used a value of '9C000D' (Hex) and for the dark grey '161616':

Head over to the world settings and turn on 'Evironment Light' at the default settings. That will add light that's coming from virtually everywhere to the scene. Turn on both 'Paper Sky' and 'Blend Sky' and make the Horizon Color pure white and the Zenith Color pure black.

Now you can start to do the first test renderings. The linear gradient in the background looks a bit dull. Go to the textures panel and add a new world texture. The small globe-symbol should already be selected. Chose 'Blend' for the texture type and 'Quadratic Sphere' for the progression. In the Color-section check 'Ramp' and change the color stops like in the following screenshot. Set the interpolation to 'Ease'. Select 'World' as the preview to find out how the texture will effect the background of the scene.

Deselect 'Blend' and select 'Horizon' under Influence. Voila, it's not longer a black dot but a grey one. By selecting either 'Zenith Up' or 'Zenith Down' the center becomes white just like the color stops. Of course the dot is way too small. To make it considerably bigger go to 'Mapping' and set X to 0.2 and Y to 0.3. In Blender, the size of textures is set in the way "how many times does the texture fit into the space". So by setting 0.2 for the X-axis the dot for the background became 5 times broader. Same for the Y-axis.

The Reclection on the logo that adds the metallic look is created by a simple Blender clouds texture. Select one of the text objects and add a clouds texture. Change the size to 1.35 and the depth to 4. Chose 'Ramp' again for the colors and place the stops very close to each other at the center. The left stop placed at 0.519 and the right one at 0.530 will give a nice result. This way the clouds get a look that reminds of a map or blotches of a cow.

The trick to get the metallic look is to set the Coordinates under 'Mapping' to 'Reflection' and the X-size to 0.2. Under 'Influence' set 'Color' to 0.250 so that the effect isn't to strong and the Blend-type to 'Add' (reflections are always added to materials). Note that when you use two objects with two materials like I did you can re-use the texture on the other objects but have to set mapping and influence again. There should be some reflection-band visible already. By changing the offset you can place it where you want (I used -0.003 for Y on the black part and -0.004 on the red).

So far the look of the logo has been set up. Now for the fun part - dissolving it to dust! Find out about that on the next page!

Additional Info

  • CC-BY 3.0: This tutorial and blendfiles are released under the Creative Commons License CC-BY 3.0 Unported

Related Video

Dim lights Final result

142 comments

  • Comment Link Gerome Kruse Sunday, 19 May 2013 22:37 posted by Gerome Kruse

    Thank you very much! :)

  • Comment Link Muhamed Zeid Wednesday, 08 May 2013 11:49 posted by Muhamed Zeid

    Thank you for sharing such useful knowledge

    That's how I applied your tutorial

    https://vimeo.com/65637942

  • Comment Link Jürgen Tuesday, 19 March 2013 20:39 posted by Jürgen

    Tolles Tutorial, Danke!
    Ich habe einen Tennisplatz (Rechteck aus 3000 oder so faces) gebastelt, der 'aus Staub' entsteht (Movie rückwärts, www.tc-forchheim.de). Der Ablauf der Aprtikel erfolgt symmetrisch von vorne in Zeilen nach hinten, kann ich das auch willkürlich steuern und wenn ja wie? War das die Sache mit der zweiten Textur im Tutorial? Da wäre es ja dann aber auch in eine bestimmte Richtung.
    Hoffe, jemand weiß, was ich meine und wie gesagt
    RESPEKT UND ANERKENNUNG, DANKE DANKE DANKE

  • Comment Link Karl Saturday, 02 March 2013 09:17 posted by Karl

    Hello Gottfried and thanks for a good and cool tutorial.
    You dont mention any thing abouth baking.
    By the way, I think there is a bug in Blender 2.66 (small button) near the subfram in Physics. I cant select the button. I uninstalled 2.66 and downloaded 2.65 and the small button work fine.
    I still rendering the dissolving/exploding project.

  • Comment Link winfried Krenn Thursday, 14 February 2013 09:37 posted by winfried Krenn

    danke !! ich bin geblendet

  • Comment Link Silas gaisser Friday, 01 February 2013 17:22 posted by Silas gaisser

    DANKE!!! Ihr seid so Wahnsinn!!! :D

  • Comment Link artur Saturday, 19 January 2013 13:22 posted by artur

    I found mu mistake.
    I set textur in internal because it was easier to go through the tutorial, and after change to cycles i had to set it one more time. Now its working.

    sorry for that duble comment before

  • Comment Link artur Saturday, 19 January 2013 12:57 posted by artur

    Hi

    I trying to use this efect in my project and I'm using cycles to render. I read that shards from the explode modifier are not compatible with the particle info node yet. But I got another problem, particles seem to don't want to use participle textur as well. And they just start
    everywhere.

    Great tutorals. You are one of my favorite teachers

  • Comment Link Brian Tuesday, 08 January 2013 05:33 posted by Brian

    Thank you very much for the tutorial, it was extremely helpful, very detailed, and worked the 1st time through for me!

  • Comment Link Ram Shan Monday, 31 December 2012 08:07 posted by Ram Shan

    Thanks for the great tutorial. I was able to create my own dissolving logo. I did notice a strange artifact once I added the explode modifier. When I preview the animation using ALT-A, as the particles start to disappear (frame 61 - 150), the shards of the logo reappear and are left behind permanently. I redid the tutorial a couple of times before I realized the shard artifacts don't show up in the final animation rendering (control-f12). Has anyone else reported this? Is this just an artifact of the playback animation (ALT-A) or something else? I am new to Blender and running 2.65a on a Vista machine.

  • Comment Link aziz Sunday, 09 December 2012 19:04 posted by aziz

    how can I select a part of the mesh for the part where I have to separate the to colors.

  • Comment Link Marcin Thursday, 15 November 2012 09:07 posted by Marcin

    Thx, it's look like the best animations of small studios.

  • Comment Link Gottfried Hofmann Tuesday, 13 November 2012 16:28 posted by Gottfried Hofmann

    Hey PanickedParticles & Rich, the bug is really strange, it seems to only occur when you set the number of particles exactly to the number of faces. Current workaround: Set the number of particles a little higher...

    Science Times: Did you check wether the texture that influences the transparency is set up correctly?

  • Comment Link PanickedParticles Saturday, 10 November 2012 18:08 posted by PanickedParticles

    Thanks for investingating,

    I will redo the entire tut tomorrow, sunday, and post the result on youtube and provide a link....if not then, it will be on Monday the 12th.

  • Comment Link Science Times Friday, 09 November 2012 02:26 posted by Science Times

    Thank you very much! I only experience a problem when rendering, only the background appears :-( So all other objects are NOT rendered. I checked if all objects were renderable in the outline which they were. I can't find a solution anywhere on the web, is there anybody who can help me with this issue?

  • Comment Link Gottfried Hofmann Thursday, 08 November 2012 10:28 posted by Gottfried Hofmann

    Hey PanickedParticles & Rich, I'm investigating the issue right now. Something must have changed in 2.64 regarding the timing control of the particles...

  • Comment Link Rich Friday, 26 October 2012 01:03 posted by Rich

    Gottfried the plane is there, I am using 2.64 but now the problem is that everything appear to work i changed the wipe to a grayscale turned up the contrast and turned down the brightness, the problem is when i render an animation the text doesn't change.

  • Comment Link PanickedParticles Thursday, 25 October 2012 04:53 posted by PanickedParticles

    Hey Gottfriend,

    nice tutorial and thank you for your efforts.

    Unfortunately, with both my own version and your downloaded end file, there is a problem (Blender 2.64) that I cant seem to fix after hours of trying.

    In your file, while rendering, the first 24 (10-34) frames the particles seem to jump from the text to their "turbulence position" and then at frame 35 the entire rest of the text (...er Diplom) emit all their particles at once. Its almost as if there is some kind of reset.

    Any kind of suggestions ??

    Thank you and have a nice day

  • Comment Link Eric Kapalka Wednesday, 24 October 2012 18:53 posted by Eric Kapalka

    It all works perfectly, but when I try to render it is renders the background only... can anyone help me with this?

  • Comment Link Peter Ebel Sunday, 21 October 2012 19:18 posted by Peter Ebel

    Great tutorial! Thanks a lot!

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