Blender 3D: Learn How to Create Abstract Designs | Surface Designs | Skillshare

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Blender 3D: Learn How to Create Abstract Designs

teacher avatar Surface Designs

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro

      0:35

    • 2.

      Modeling

      12:39

    • 3.

      Camera and Lighting

      8:32

    • 4.

      Shading and Rendering

      7:15

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229

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11

Projects

About This Class

In this course, I will teach beginner to intermediate techniques on creating abstract models using Geometry Nodes inside of Blender.  I will also cover simple shading and lighting techniques to help you enhance your render and create a cool final image.  This class will provide helpful tips to anyone wanting to learn Blender, but it is important to have a basic understanding of how to navigate Blender before starting this course.

Meet Your Teacher

Hello, I'm Nate.  I love to teach people the process of making 3D art!

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Level: All Levels

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Transcripts

1. Intro: What's up, guys, welcome to my new course on creating abstract art with Blender. In this course, I'll teach you guys how to make this cool abstract render using blenders geometry node system. This course will cover beginner geometry Ned techniques, simple procedural texturing, and how to create a cinematic lighting setup that will take your scene to the next level. It is important to note that this course is not intended for complete beginners. You must have a basic understanding of blender to complete this course. Without further ado, let's get into creating this project. 2. Modeling: Alright, so the first thing I'm gonna do is open up Blender. This is Blender three-point, two-point fun. But this project should work in pretty much any of the newer versions of Blender. I'm going to click away from here, and I'm in my default Blender scene. So the first thing I'm gonna do is select the camera and light and press X and delete them. We only need the cube starting now. So I'll select the cube. I'll come over here to the bottom left till my cursor becomes a plus. Now left-click and drag this out to create a new window. And that will change this over to the geometry Node Editor. I'll press N to hide that active tool window. And I'll press New on the geometry node tree. Make sure you have the cube selected. When you do that. First thing I'll do is I'll select the group input and press X to delete that. I'll press Shift a to bring up the Add menu. And I'll type in ecosphere. And just bring that into here and connect this node to the output node. And we have a little ecosphere over here. I'll update the subdivisions twice, so we have a little bit more geometry. And the first node I'll add to this tree is a extrusion node. So I'll press Shift day. I'll press S to go to the search bar and type extrusion, extrusion mesh, that's the node. Left-click to set it here. And basically this extrudes all the faces on the ecosphere outwards. One thing we can do to make the edges a little bit more visible on this ecosphere is come up here and left-click on this wireframe button. And now we can see all the edges on the ecosphere. And what we want to do is set this offset scale on the extrude mesh to zero. That brings all the faces back to their original point. And now we can add is a scale node. So I'll press Shift a and type in scale. In this will allow us to scale the faces that we just extruded. So if I bring this down, by default, it's scales the entire object. But if I plug this top node into the selection, it scales the faces and words. And let's change this to something like 0.75. Now what we can do is select this, extrude mesh and press Shift D to duplicate it and bring it over here. Then we can plug this top selection into the selection here so that when we extrude the faces, It's only extruding these top faces. And let's set this to something like 0.1. Now we have a little bit of extrusion going on. Now what we can do to make this even more detailed is select all of these, press shift D and duplicate them over. And let's move our group. I'll put it over a little bit further. Let's plug this mesh into the extrude mesh. Let's plug this top into the selection, because we want to only extrude top faces again. And let's plug this end extrude mesh into the geometry output that creates another level of extrusion. So if we go back to Solid View, you can see what that looks like in solid view. I'm going to set back to wireframe so I can kinda see how these edges are looking. Now what I wanna do is change the scale elements a little bit on the second group of nodes right here. So I'm gonna change this to something like 0.5, just to make them a little bit smaller. And I'll change this extrude mesh to something like 0.05 or possibly 0.075. That a little bit further. I think that looks pretty good. And now what we can do is basically wireframe this. So I'll bring my group output out a little bit further to make some room. And I'll press Shift day, press S for the search bar. And I'll type in mesh to curve. And I'll bring this node into the scene. And basically this is going to, it's going to turn every single one of those edges into a curve. Now we want to convert this back to a mesh. So I'm going to press Shift a, press S and type in curve to mesh. In this gives us this little profile curve option, which allows us to turn all these lines into a shape. So I'll type in, I'll press Shift day and type in circle. And I'll grab a Curves circle. And I'll plug this curve circle into the profile curve. And the radius by default is way too big. You want to change this to something like 0.0, 015. And now if we go back into solid view, you can see we have a detailed looking mesh that looks super cool. And it's a really simple note tree to get. Next, what we want to do is add a couple of different layers of detail. So what I'm going to do is press Shift, they press S and type in join geometry. And I'll grab this node and I'm going to pull this node up little bit. And basically, this allows us to grab our ICA sphere, our ecosphere mesh. We want this extrude mesh, one because our basic like a sphere is very simple. This is the node containing the mesh that has all the detail out. Drag this into the joint geometry, and that brings the original mesh back. You can see we also have the detailed wireframe mesh. And to make the detailed wireframe mesh stand out, we went to scale the original mesh down. I'm going to press Shift a, press S and type in transform. And I'll just left-click that here. I'll bring this up a little bit. And I'm going to set the scale to something like 0.75. And so now we have this interesting ICA sphere inside of this interesting layer of wire that looks fairly abstract and super cool. The next thing we wanna do is select these two nodes and track them out a little bit further. Okay, So now what we wanna do is press Shift a and get a transform node, another one. Or you could have just duplicated this. That probably would have been faster. Let's plug that curve to mesh into this transform node and plug this into the joint geometry in right now, it's scaled to the exact same as this node right here, this wire. So we went to scale this down to 0.75, like the ecosphere. And so now we have this interesting little bit of detail on the surface of our ecosphere and more detail on the outside. So one thing we can do to make this look much more interesting is add a subdivision node before the mesh to curve net. And basically what this will do is make our model that is going into the mesh to curve much more detailed. So if I press Shift A S to bring up the search bar and type in subdivided, subdivided mesh. And I plug that in here. You can see our mesh instantly gets much more detailed. And so the more levels you add to this, the more complicated your mesh will look. But also the more complicated the geometry will get. And so if you up this too much, you could experience a crash or your viewport will get really lucky and really slow. So if your computer is a little bit slow and you're already getting some lag. You can choose to set this to zero. And when you went to render this out, you could set this to one. Or if you want even more detail, you can set this to two. But again, this is a really dense mesh. And I personally think it looks better just with one level of subdivision. So now what we wanna do is add another level of detail, which will be little spheres on the edges of the wireframe. And so what we want to do to create this is press Shift A S and type in mesh to mesh two points. And bring this below the sub-divided mesh and plug our extrude mesh into this. Next we went to press Shift a and type a instance on points. And this will allow us to put objects on top of the points that are created by this mesh. So let's plug the points into the points here. And we want them to be little spheres. So I'll press Shift S and type in UV sphere. Another thing we can do to optimize our scene real quick is adjust the resolution of our curves. So right now, each of these wires, the curve that is creating this cylinder shape of the wire has a pretty high resolution of 32. If we set this to eight, this will lower the resolution of all of these curves and make our render times a lot faster. And we can also adjust the resolution of this UV sphere and set it to something like 16 segments by eight rings. And that will lower the geometry of the sphere. And we can plug this into the instance. And we can plug the instance into the joint geometry. And by default these spheres are massive, so we went to lower them. So let's change this to something like 0.05. Still way, way too big. Maybe 0.005. That's looking better. And this just adds another level of detail to our model. Now as you can see, these spheres look a little bit bumpy because they're not shaded smooth. So what we can do is bring in a set Shade smooth node. So type in set, shade smooth. And just left-click that in here. And all of these spheres will appear shaded smooth now. And this is our entire model. As you can see, it looks really complex and really cool. And it only took a relatively small node group to achieve. Alright, so in the next part of this course, I will teach you guys how to light the scene and set up a camera. 3. Camera and Lighting: Alright, so now we went to set up a camera and lighting setup. So what I'm gonna do is hover and this bottom left corner and my viewport. And left-click and drag to close this because we don't need the geometry node editor anymore. And I'm going to press Shift a and this scene. And I'm going to add in a camera. And I'll press N to bring up the menu over here. And under rotation, I'm going to left-click and drag down and set this to zero. Now I'm going to press R X 90 to rotate it 90 degrees that way. And RZ 90, throw it at 90 degrees that way. And then G x and bring it out a little bit. Next, I'll left-click this camera icon and I'll head over to this Output Properties menu. And I'm going to change the resolution to 1920s by 1920, just to fit the sphere a little bit better in here. And I'm going to head into view, appear. I'm going to select Lock camera to view. And I'm just going to scroll this in and out until I like the composition. And I think that's pretty good. Then I'll uncheck this, press N to hide that menu. And here are some of the settings you can tweak for your output properties. If you want even more resolution, you can set this to 200%. And that will give you two times, 1920s by 1920s. So it'll be like a Forky image. And the next thing we wanna do is adjust our Render Settings. So I'm going to hit Render properties. I'm going to change my render engine from EV two cycles. Device from CPU to GPU compute. Because my GPU is a lot more powerful than my CPU. I'm going ahead to render and I'm going to change the max samples to 1,000. And it's up to you whether you want to leave D noise on or off. If you leave it off, it will be a slightly more noisy image. If you leave it on, it will look completely smooth. It's really just up to personal preference. Alright, so the next thing I want to add is some depth of field to my camera. So I'll left-click on this camera icon, make sure your camera is selected. And then this little menu will pop up. And I'm going to enable depth of field. Then I'm going to come up here and left click this little arrow and come down here and enable depth of field right here. And as you can see the scenes a little bit blurry now because step the fields enabled. So I'm going to left-click this little eyedropper and select our cube. Then under here, we can adjust the f-stop. And if we lower it, you can see the depth of fields a little bit wonky. And basically what the camera is trying to do is it's finding the center of the sphere. And it's trying to focus on the middle of the sphere when we actually want it to focus on the front. And so what we can do to fix that is adding an empty object and have the camera focus on that. So I'm going to press Shift a and add an empty. And she's playing axis. And I can double-click on this. And then there's something like camera focus. And then I can press G, the next one. And that will move it a little bit forward to the front of the sphere. Maybe a little bit further here. And then I'll left-click back on my cameras icon. I'll left-click on the camera right here, the edge of it. And I'll change the focus. Object to this camera focus. Now as you can see, it's focusing on the front of the sphere and it's blurring out the back. And this is a little bit much, I don't want it to be super blurry, just a little bit subtle. So I'm gonna change this to something like one. Maybe. That's looking a little bit better. As you can see. It's a little bit blurred on the edges, but it's a lot of, it's still in focus. So we'll still get a lot of detail. Alright, and that's looking pretty good. Now we can move on to lighting. The first setting I'm going to change is in my world properties, I'm going to left-click here and change the color from gray to complete black and press Shift day. And let's grab a light and choose spotlight. And I'm gonna go back into my camera view and move this to somewhere around here. And I'll rotate it by pressing R, just so that it's kind of Anglian at it from the top, like up here. I think that's pretty good. Let's left-click on our object data properties. And we want to change the power to something like 1,000, needs to be a lot more powerful. And we can adjust the spot size so maybe make it a little bit bigger. So it encompasses the sphere a little bit better. All right, that's looking pretty good. Let's see what it looks like in rendered view. Alright, and that looks pretty cool and cinematic already. But there's still a few adjustments we need to make to really make this render look cooler. So first I'm going to bring the light a little bit closer to my object. And I'm going to bring the spot size up a little bit. Maybe something like 65, 60 to 65 around there. Basically we want this corner down here to be in shadow. And we want this corner up here to be pretty light. And that way we get a nice range of values from white to black that really make the render looks a lot cooler. Let's go back to our viewport shading view. And one thing we can add to really make this friend or look a lot more cinematic is some volume. So if I go into my shading properties and I change this from object to world, I can add a volume scatter node. So I'm going to press Shift S and volume scatter. I'm going to plug this volume into the volume right here. And this density by default is set really high. So we can change this to like 0.05 and we can adjust it later to, let's just see how it's looking right now. So let's go back into camera view. Let's disable this so we can see our render a little bit better. That's looking a little bit more cinematic, but I think our density is still too high. So let's go into the world properties. Volume may be changes to like 0.01. Just a little bit of subtle volume. They're really helps eliminate the world a little bit better. I think we can actually increase the spot size to maybe 70. So it eliminates these edges a little bit better. And really makes the render look more cinematic. Alright, so our lightings looking pretty good right now. And if you want to render out a scene, feel free to do so real quick. I think honestly, this scene looks pretty cool without any materials. This is kinda like a stylistic choice. But I'll also show you guys how to add some cool materials to really make this friend or look interesting. 4. Shading and Rendering: Alright, so now let's move on to shading this scene. So I am going to turn my overlays back on. The shortcut for that is Shift Alt Z. Or you can just come up here and tick that. And I'm going to head into the shading tab. Now the texture is, I used for this original project are really simple. And I really don't think you need to go complex with this. So I used to materials when material was kind of a translucent material and the other was a very simple metal material. So our first material, we can call maybe ACO sphere because it's going to be the main icon sphere that will be shaded with this. And the only adjustment that we make to this material is just set this subsurface 2.5, and that's it. Now let's press New right here to add a new material. And we'll name this one. Wire is maybe just so we don't get confused between the two. And we want to set this subsurface back to zero. And the only thing we want to change on this, actually there's two things. We want to change this metallic to one and we want to change the roughness to 0.1 or 0.20, 0.2, it looks a little bit better in the scene. And that's it for the shading. Now, we just need to apply these materials and our geometry Node Editor. So let's head back to Layout. Let's come over to this corner and left-click and drag this out. Now let's change this to the geometry node editor. Press N to high that menu again. And we need to apply some materials. So first, let's find our main mesh. Our main mesh is being scaled by 0.75 and it's not running through any curve to mesh notes, it's this one up here. Let's press, Shift a, press S and type in set material. And we can plug this right here. And it's literally as easy as changing this to ecosphere. Now that will be set to the translucent material. Now the other node we wanted to change to the ecosphere material is this one right here. Now, these are the wires that are being scaled to the size of the sphere. So we want to press Shift D and duplicate this down here. Basically to remember which ones have the ecosphere material. It's the ones that are being scaled by the transform nodes. Now we can press shift D and duplicate this to the other wires, et cetera. We want to change this to the wire's material and Shift D to duplicate this down here. And now if we close this tab, so left-click and drag this over again. And we go into camera view. And we turn off our overlays. And we click render. As you can see. Now this might take a second, but we're getting some really nice light passing through the ecosphere mesh. And we're getting some really nice reflections off of the metal wrought wires around here. Alright, so let's render the final image out. So change this back to shading up here. Let's turn overlays back on. Alright, so real quick before I render, I'm going to change my output properties to 100. And personally I think this scene looks better with a little bit of noise. So I'm going to change this untick this de-noise button, and I'll do a quick test render. Now one thing to note before you render is that the translucent and metal materials take a while to render. So if you have a slow computer, it's going to take a long time to render. And one way you can avoid that is just by using the simple white material from the beginning and not having that translucent and metal materials. Another way you can lower render times is by changing the SMAC sample account. If it's taken a really long time, you can lower this to something like 200. Now granted, this render is going to be a lot slower, but real quick, I'm gonna do a test render at 200 samples just to gauge how the scene is looking right now. All right, I think that looks pretty good for a test render. Now, I'll head back and I'm going to change my sample count to something like 1,000 to 2000. If your computer's a little slower and maybe stick to 1,000 for your final render. I'm going to change it to 2000. And again, if you want, you can de-noise the image and that will get rid of the grain. But I think the grain looks a little bit more cinematic, so I'm going to keep that on ticked. And I'll press F 12 and friend or out the final image. Alright, so now our renders finished, and here's the final result. Now the last step is saving our final render. So I'm gonna head up to Image, Save As, and we can pick a spot like there. Alright, so that is the end of the course. I hope you guys learned something from it. I hope you guys really enjoyed it. If you want to learn more about geometry nodes or blender in general, makes sure to follow me. And if you really like the course, it'd be awesome if you left a positive review. Alright, see you guys in the next one.