Animated Cell creation:
Create Sphere: Segment: 100, Type: Hexahedron, Radius: 1cm (small size to fit camera perspective)
Create Plane (name as Floor) : Width, Height: 30cm, Width, Height Segments: 1
Create Displacer (in Bend icon), parent in Sphere → Shading → Shader box: Choose Noise → in Shader Properties → Global Scale: 1.5%, Animation speed: 1 → back to Displacer menu, Object → Height: 0.1cm
Texture:
Background:
Create a Material (name as Floor): Untick Reflectance, in Color → Texture: Choose Noise →
Click inside → Color 2: mid-grey (HSV as 0,0%,62%) ; Space: UV (2D); Relative Scale as 5%,5%,5%; Animation Speed: 2; Low Clip: 70% →
Back to Material Editor → Editor → Tick Animate Preview; Preview size: 1024x1024 (4mb) (lower size will make animation more visible)
Drag to Floor layer (as a moving spotty dotty texture for background)
Cells:
In bottom menu → Create → Extensions → Cheen →
Gradient set as follow color:
Roughness: Function: Buya; Scale: 0.5%
→ Drag to the Sphere layer
Create Camera view and render:
Select the angle/position of the cell, Click Camera
OR set position after creating camera as follow (setup in tutorial):
Still in Camera menu → Object → Focal Length: 50mm, Sensor size: 36mm → Move the camera backward a bit
Render Setting → Renderer: Physical; click Physical (at bottom) → Sampling Quality: Automatic; Shading Error Threshold: 15% (It unlocks the setting of Physical menu in Camera menu)
Remark, if increase Render output to HDTV 1080, the focal length and focus may need to readjust (in Camera Object, Focus Distance → Click the arrow, then press the focus point in the screen)
Making floating particle animation:
Create Cloner, place in bottom layer →
Create Spline, Object →Type: Linear → Draw a horizontal path across the cell in screen
Type Position of Point A and B respectively (to make the path perpendicular to Camera) : A→ XYZ, -1.47, 2.78, -6.06; B → 4.97, 2.82, 2.76
Create Disc → Object, Outer Radius: 0.1cm; Rotation Segments: 6 → parent it in Cloner layer
In Cloner, Object → Mode: Object → Drag Spline layer to Object box → Count: 500; Rate: 5%
In Disc, Object → Orientation: +X
Select Cloner layer first (or else create effector won’t apply the effect on it) Create Random Effector → Parameter → Position: X,Y,Z as 3cm, 2cm, 2cm; Scale: 1.81, tick Uniform Scale; Rotation: H,P,B as 25, 38, 55
Back to Disc, reduce Outer Radius to 0.025cm
Till now, the render preview should looks like this (more blur spots are background floor, sharper one are particles made by cloner disc) :
The small particles have a lot of grainy things on them, to make them more cleaned up:
Render Settings → Physical → Shading Error Threshold: reduce from 15% to 2.5% (render slower but more clean)
To adjust the flaw of camera that separate out colors from the cell and small particles in screen:
Camera → Physical → Chromatic Aberration: Set from 0% to 75%
By combing the floor background created earlier with the small particles and cell all together:
Make the video more realistic:
R click Floor layer → Simulation Tag → Collider Body → Collision → Bounce: 0%, Friction: 85%
R click Sphere layer → Simulation Tag → Rigid Body → Collision → Shape: Moving Mesh, Bounce: 0%, Friction: 85%
Still In Sphere layer → Force → Follow Position: 5 ( help to assign the cell moving within the center area)
Now the cell may fall off the floor after few seconds (coz of bad calculation of the result), to solve it:
Go to Project setting (in Edit top bar) → Dynamics → Expert → Steps per Frame: 10; Maximum Solver Iterations per Step: 20 (give more accurate calculation for the result)
In Dynamic Body Tag of Sphere → Dynamics → choose on timeline the keyframe i prefer the cell position → Click Set Initial State
Back to Dynamic menu in Project Setting → General → Gravity: 0 (so the cell attach to initial state with gravity holding on it)
Rebound between small particles and the cell:
In Cloner layer, R click →Simulation Tag → Rigid Body → Collision → Individual Elements: All
back to the Tag → Cache → Bake all (will bake all same type of dynamic simulation, the tags icon will change once it’s finished)
Create new material, name as Floaties → untick Color and Transparency, just tick Luminance on → Texture: Gradient → Type: 2D -Circular,
swap the Gradient color in opposite side (outer black, inner white), adjust black side to let the circle within edge:
Set Turbulence to 20%
Back to Luminance menu → R click on Texture → Copy →
Tick Alpha → R click on Texture →Paste (Gradient applied) → Untick Image Alpha
Drag the material to the Cloner
Final Export (settings for blurred background animation):
To make more clean grain, Render Setting → Physical → Sampling Quality: High
Tick Motion Blur
Anti-Aliasing → Filter : Gauss (Animation)
Remark: May ask you to bake the stimulation again before exporting