Visual Effect creation

Moving Slice Loop with Volume Builder

image.png
Create a 3d object (need good polygon structure, or else Volume builder won’t work) → child under subdivision surface
Create 3 separate layers of Cloners for loop effect (instead of making 1 single cloner, it gives more controls):
Add a cube, size XYZ: 200,200,20cm, move the cube that vertically cover whole object → Add Cloner and parent over Cube → Mode: Grid Array, Count 1,1,10 (need more Z count if the animation is longer) ; Size: 200,200,60cm (for distance/gap between each slice)
Select Cloner layer, keyframe Position 0,0,0 @0F, 0,0,180 @90F → create 1 more frame (91th frame) grab the cursor under timeline from 90th F to 91th F as the last frame of the animation
→ F-curve, change the curve to linear
Duplicate Cloner (with cube) 2 more times →
In Cloner.1 → Transform tag → Position Z: 20cm →
In Cloner.2 → Transform tag → Position Z: 40cm
(Remark: Can set different Z position on each cloner)
Select all 3 Cubes in Cloners layers, in Cubes → Object tag, Z size all to 15cm (for thickness of the slice, smaller value give larger gap)
(With previous red writing, these 3 factors mainly determine how loose/close the slice is)
Create Slice of the object by Volume Builder:
Add Volume Builder → Drag oldest Cloner layer child under it
→ In Volume Builder object tag → Voxel Size: 1cm
Bring Subdivision surface (with 3d object) child under Volume Builder (but above Cloner) →
In its Object box, put Subdivision surface under Cloner → change Cloner Mode from Union to Intersect (for putting slice cube into 3d object)
image.png
Duplicate Volume Builder layers (just include Subdvision surface, not cloner layer) 2 more times
→ Child Cloner.1 under Volume Builder.1, same of Cloner.2 under Volume Builder.2
→ Same as before, put both Cloner.1 and 2 mode to Intersect
3
image.png
Add Volume Mesher, drag Volume Builder layers child under it →
Repeat the step by adding 2 more Volume Mesher and put the Volume Builders.1 and 2 in them
Remark: Volume Mesher Object tag: Voxel Range Threshold and Adaptive values control how flat/bumpy the object will be
Create 3 different color materials and put them to each of the Volume Mesher layer
Select all 3 Meshers layers → R click → Bake as Alembic
→ After calculation finish, 3 new layers are created, separate the, as follow, hide those 3 original Meshers (but not X them out, just red dots hide)

→2
Can add extra effectors to give different effects on each Mesher layer, such as Displacer (with noise shader)
image.png
Optional:
Select the Alembic Meshers layers → R click, Group Object→ Add Cloner over it (for repeated pattern)
Want to print your doc?
This is not the way.
Try clicking the ⋯ next to your doc name or using a keyboard shortcut (
CtrlP
) instead.