Pixel Glitch Scan Animation Of Logo In Blender 3d | Nityam Patel | Skillshare
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Pixel Glitch Scan Animation Of Logo In Blender 3d

teacher avatar Nityam Patel

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.

      Introduction

      0:40

    • 2.

      Modeling of the logo

      4:42

    • 3.

      Setting up some nodes in shading tab

      13:31

    • 4.

      Setting up keyframes and camera for animation

      6:24

    • 5.

      Setting up background and lighting

      3:35

    • 6.

      Render and output settings

      3:38

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About This Class

Hey there thanks for stopping by to see this incredibly long video! Ha... I know you all say you don't mind long videos so here's another! Basically in this class i am going to teach you how to make this pixel glitch scan animation of the logo on blender We'll cover everything in 5 episodes, We go over setting up a reference image, modeling the logo, setting up some nodes in the shading tab, setting up keyframes and camera for the animation, background and lighting setup and moreover render setting and output setting at the last i will provide the reference image of the logo in the project resources

Drop a comment below and let me know what you think about this one!

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Meet Your Teacher

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Nityam Patel

Teacher

Hello, I'm Nityam Patel, and I'm deeply passionate about the world of Visual Effects (VFX) and Computer Generated Imagery (CGI). Over the past six years, I've immersed myself in this captivating realm, honing my skills and pushing the boundaries of what's possible in digital artistry.

My journey began with a fascination for the intersection of technology and creativity. I've dedicated countless hours to mastering Blender, an open-source 3D creation suite, and various other 3D animation software. These tools serve as my canvas, allowing me to sculpt mesmerizing cinematic experiences that captivate audiences.

What sets my work apart is my ability to infuse soul into pixels, creating immersive narratives that evoke wonder and emotion. Whether I'm orchestrating complex particl... See full profile

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Transcripts

1. Introduction : Hey everyone, this is Nthm Patel. In today's class, I'm going to teach you about this amazing pixel grid scan animation of the logo. Basically, this class is divided into five episodes which are going to be modeling of the logo, adding some nodes in the shading tab where I'm going to teach you about each specific node. How to set up key frames and camera for our animation, the background and lighting for our logo at the last. What will be the best render and output settings for our animation. So get ready to learn this modern day animation in blender. See you in the first episode. 2. Modeling of the logo: In this video, we are going to model the logo. First of all, select all the objects and delete it And press numbered one to go into the front view. By pressing Shift in the mesh, select the plane and press R x 90. I will provide reference image in the project resources. Now again, pressing Shift and going to the image and the reference. To select a logo, just go into x ray mode. You can take any logo of your choice as your wish. Now select the plane, and by pressing Tab, go into the edit mode. Now I'm scaling towards the x direction. By pressing X, now zoom in and adjust according to the image. Now select the upper vertex like this. And by pressing at, grab it towards the set direction and align perfectly with the image like this. Now again, select the bottom vertex. By pressing, grab it towards the set direction per the image. Now again pressing Tab. Going to the object mode, now you have to apply a vision modifier and change the level of put to two. Now you have to again, select the plane and go into the edit mode by pressing Tab. Now by pressing control R, you have to add two loop cuts on the horizontal axis and the vertical axis. While adjusting the loop cuts by pressing right click, it will automatically align the loop cuts at the middle of the Meow. Change the level we put and render to in the subdivision modifier. Now select this H and press X, scale it according to the image. I'm scaling it a little bit lower. Now again, you have to select these bottom vertices. And again press S X, like this. Now you can apply the subdsion modifier. Now for the play button of the logo, just again go into the x ray mode. Now I'm adding another plane. Now, selected plane and press R X to rotate it towards the 90 degree of the x direction. Now by pressing Tab again, go into the added mode and press X to grab it towards the X direction. Like this. Again, press in Set to grab it towards the set direction like this. Now again, you have to select this bottom vertices, press to grab it towards the set direction like this. Now you have to select this upper edge, press M, and at the center, it will automatically merge. These cuts at the center. Now press X to adjust the mesh according to the image. Now by pressing to select all and grabbing it towards the Y direction. By pressing Y now to exclude it towards the direction like this. Now press Tab to go into the object mode. Now press and Y to grab it at the middle of the mesh like this. To remove this particular part which we have created, we have to add bullion modifier. Now select the plane or the play button which we have made, which is plane 001. Like this. And just go to the fast option in the solver and just hide at plane. Now you can simply apply the bullion modifier and just simply delete a plane 001. Now our Youtube logo is ready. Now we can move on to the sailing menu for the further animation. 3. Setting up some nodes in shading tab : Welcome to the episode of shading, where we are going to add some notes to our logo, Select the logo. Just going to the shading tab. Now what I'm going to do is just here to delete the principal SDF select and press delete. Make sure you are in the material more shade. Add a make shader. Press shift A at the shader and attach the shader to the surface of the O what Mkshader will basically do. That it enables two nodes to mix together. The use of Keshad is to blend two nodes. Which two nodes we are going to use? The first one is the emission node, first one is the emission node, second one is the transparent SDF and attach to shader. What emission node will do, It will create a light effect which will be emitted from this logo which will emitate from the surface of the logo. The transparent BSDF node is basically used to add transparency without reflection passing straight to the surface, as there were no geometry there. After adding these two nodes, I'm going to add a color node. Simply sit and search your color ramp, you have to attach this color to the Fac. Basically, color node is used for mapping the values to colors with the use of a node. What I'm going to do is just add the gradient texture and attach color to basically what gradient textures will do. That it will generate interpolated color and intensity values based on the input vector. What I'm going to do is just select this gradient texture and press control. It will automatically add these two nodes, texture coordinate node and mapping node if these two nodes not appear after pressing control. The simple solution of that is just go to the edit and go to preferences. Now in the add add ons to search here, Node Wranglara enable it by ticking, mark this box After ticking, mark this add on. Select this gradient texture and press control. It will automatically add these two nodes. Now what I'm going to do is just select this logo over here and press control to apply scale. And now apply scale. When you have applied the scale, what you are going to see is if you change the value of X like this, this will affect the logo like this. You can play with this value like this. Now what I'm going to do is just select the Rogo. Just go to Materials and just set the blend more to alpha clip like this. Now you can see that our black background is removed. You can play. If you select the alpha blend, it will appear somewhere somewhat like this shading color like this. But I will prefer. Before adding the Voronoi texture, what you are going to do is just select this vector. Just select object and connect it with the vector. Now this texture coordinate over here. And by pressing Shift, add a Orino texture and place it over here. Now what Orinoi texture will do is that it will add a procedural texture producing a Orino texture pattern set. The dimension to 40 and set this feature output to two. Now set this endumness value to all the way to zero. Now we have to play with this value of and scale. I'm setting it to somewhere or -2.80 and scaling a little bit until and unless you find the box or checks effect in the logo, you can adjust it according to your wish. You have to play with these two values, the value and the scale value. What I'm going to do is just select this mapping node and press Shift to duplicate it and place it over here like this. We are going to adjust this varinoid texture with this mapping node like this, just simply set to zero. I'm going to adjust the value of the gradient texture with the help of this mapping node like this. Okay, What I'm going to do is now what I'm going to do now is just add the mixed color node between these two Noi and mapping. Press Shift and type mixed color and attach it over here, just in the texture coordinate. You have to select this object node and simply attach it to what this mixed color node will do. If you change the factor value to one, it will bypasses all three nodes. If you set the structure value to zero, all three nodes will affect these values. Okay? The factor will be the value which will be adjusted according to the logo animation. I will prefer to set it as 40.5 Now to see the node connected, we have to simply, first I will track it to some persons cannot see these two nodes connected easily. What I'm going to do is just press hold shift and just right and drag it like this. Same with here, like this. Select this point over here. By pressing to grab here, like this. Again, select this point to grab it here like this. Now you can simply see that these two nodes are connected. Now what I'm going to do is select Transparent and place it over here like this. Select Emission. No, and place it over here like this. Now what I'm going to do is just select Make shader, press shift to duplicate it. And place it over here like this. Now what I'm going to do is just place this emission node over here. Again, select this emission press shift over here and just connect it to shade. We are going to add the two colormet press shift and type here color M, first color. We are going to attach it with the mix shader like this and the second color nel, we are going to attach it with the first emission node here like this. What I'm going to do is now drag all the oh yeah. Now what I'm going to do is just connect this gradient color value to this color ramp and again, this gradient texture color to this color. What I'm going to do now is to change the emission value, this bottom one emission node value completed. Just track this green and blue value to zero. That perfect red color will apply and give this strength of two. Now what I'm going to do is just play with the color first. We have to select this interpoltation to Constant. Now what I'm going to do is just track these over here like this and select color to complete red. Now I'm going to add two more now. We have to adjust it over here. I'm going to set it to the complete green. And set the second one over here. And set it to complete blue. Yeah, I have set the color colors. What we are going to do with these color is just simply flip the color M like this. And just set it to, and adjust it until and unless you see this black sheet. Okay? This black shape. What I'm going to do here is the black shape. I'm going to place it over here like this. You have to keep the first emission strength, but I'm giving it a 24. If you can see the value x, you will see the animation. Or it will work like this. Now it's almost done, but we have to set up some key frames for this logo. I will teach you how to set up the key frames into this logo in the next episode. 4. Setting up keyframes and camera for animation : So in this class I'm going to teach you how to set up the key frames and camera. So first we are going into the lay out to you. So in the layout to you, this is basically our time line. You can see that to 0200 is our time line. My animation will start from the first frame until 100 frames. What I'm going to do is just select this logo first and place our timeline to 15 here like this. Yeah, I'll just simply type here 15. Now, going into the shading tab, this timeline does not appear in your laptop or desktop. What you're going to do is just until and unless you see this arrow suppress right click and press horizontal split. And drag it over here like this. Now in the shader editor type, just simply select this timeline, the timeline will appear. I'm now at the 15th frame. At the 15th frame, I want to start my animation. You have to play with this location. I'm setting it here like this unless the animation disappears. Yeah, 1.7 is the value where my animation is starting, where this is completely empty. By pressing right click and you have to insert a single key frame. If you insert this first key frame, it will apply the keyframe to all three direction, x, y, and z. We want to give keyframe in only x direction, just here, and insert the single key frame here. If you select this mapping, you can see that our key frame is added at 15 frame. Now jump into the 85 frame. 85th frame. At 85th frame, I want to see this logo completely animated. Change this X value. You like this? Yeah. -1.5 meters. My logo is completely animated. Animated. Just simply right click here and just add insert single key frame in the layout. Just go to this rendered menu. You can see the Or animation set up. First we are going to add a camera press dumped one to get into the front view. Now you can delete this image, there is no worry about it. Press shift and add camera. If you press control and zero, it will automatically align the camera to this viewport view. Or you can simply go into view. Align view and align active camera to view. Here is a shortcut which I would tell you control zero, press and grab it over the y direction, like this for the better composition. For the better composition. Just and go into the camera data properties. In the composition guides, you have to select the third and center. You can perfectly align this camera according to these Xs. I'm grabbing it towards the X direction, somewhere like this. I'm again grabbing it towards the set direction here like this. I think this is perfectly aligned. You change the value of pass, pat out to completely one. You cannot see the area outside of the camera. I like this type of view. If you go to this rendered view and play this animation, you can see the animation is perfectly working. Before rendering the animation, you have to go to the world properties and just set this to color to complete black and strand to one. In this volume, you have to select the principal volume here, like this, and set your density to 0.050 If your density is zero, this will create a more prited logo. But you have to set this value to 0.050 You can play it. This is the end of the episode. In the next episode, I will show you how to set up the background and lighting for this logo. 5. Setting up background and lighting: In this episode, I'm going to show you how to set up the background and lighting for our logo. I'm going to simply add a plane by pressing Shift A and add this plane, scale it according to your reference. I'm scaling this here like this. 27.34 meters. Now press zero to go into the camera view. Now I'm going to add a material of this plane here. To select this plane, go to the Material view. Add a new material and set the base color to complete black like this. And change the metallic value to one. And change the reflex value to 0.3 like this. If you go into the rendered view, it will appear like this. What I'm going to do now is if you want the shadow to appear a little bit more, just go color and set it to complete. White, old here. If this shadow is not appearing on your textop or PC, just go to the rendered properties, select EV and make sure all options are enabled. The ambient occlusion, the plume, the screen space reflection, and the motion blur. If your screen space reflection is disabled, you cannot see the shadow of the logo. Make sure all options are enabled. Now I'm going to set up Point light over here. Just press Shift A, you have to add a point light. Now press and set to grab it towards the set direction like this. Grab it until it disappears from the camera view. Like this exit from the camera view by pressing zero on the num pack, grab it towards the Y direction like this. By pressing, we have to increase the to somewhere around 15250. Yeah, I'm setting this to 2200. I'm giving it a color, slightly blue like this, as you can see in the camera view. Just select the serial light and press G said yeah, this looks now perfect. I'm giving it 200. Yeah, this looks perfect. Now our background and lighting is all set up. See you in the next episode, where I will teach you about the render settings and the output quality of the video. So see you in the next episode. 6. Render and output settings: So in this episode, I'm going to tell you about the render settings and output settings. Go into the render setting, make sure you have this EV render engine selected. I'm setting this render value to 300 and view put to 16. Make sure that the ambient occlusion, the bloom screen space, reflection and motion blur, all these four options are enabled. Now what I'm going to do is, yeah, this color management, you have to set this look to medium, high contrast. Now for the output settings, these 260 frames per second. According to my opinion, 60 frames per second will be the good animation for this logo. If you have default 24 FPS, it will appear a little bit slow like this. I will prefer you to select the 60 frame per second. It will be more smoother and make sure that your resolution is 1920 into 1080 pixels. For the output, you have to select specific output for your animation. For the output. I'm going to create a new folder over here, animation like this. And going into that folder and accept it. Make sure your file format is F impact video. It will render your animation into a video file format. Make sure your encoding in the encoding impact four, this container. In this container, make sure you have selected this mpact four in the quality output output quality. Make sure you have selected the perceptually loss less or the better results. Just check your animation before rendering it. Yeah, this looks perfectly good. Now what you are going to do is just make sure that you have a frame range of 1200 where we have set up the key frame here, over 15th frame and 85th frame. To render the animation, you are in the layout you that it will render the animation faster. Just go into the render and select the render animation. It will take some time to render you an animation. Here is my final results. Make sure you leave a comment down below whether this class meets your expectation or not. See you guys in the next class. Till then, stay safe and stay healthy.