Visual Effect creation

Voronoi Fracture on silice Sculpting

Add a sculpting, child under Cloth Surface (to smoothen ou the polygon)
→ Mograph → Voronoi Fracture → child cloth surface under it
In Voronoi menu, Sources, delete point genrator distribution in the box (customize it instead of using default)
→ Mograph → Matrix : Object: Count 3,3,3, size: 20,20,20, Grid
→ Drag Matrix layer in Source box
(the size of matrix parameter give different the voronoi result):
e.g. In Matrix Object: mode: linear, mode: end point, count 85, position y: 550cm
Rotate the Matrix layer for more random silicing effect
In Voronoi menu, Object: Offset Fragments: 1cm (make gap between the silice), tick Hull Only (let the gap can see through)
Add Displacer child under the sculpt object → Shading → Shader: Noise
In Displacer menu, Object, Height: 40cm (make it more wavey, but outer shape is losing)
To maintain outer shape:
in Object of Displacer, change type to Intensity, height -30cm
In Noise shader menu, global scale 600%, contrast 85%, Noise: Sparse Convolution, tick Absolute, birghtness: 18%, relative scle 295,75,150
now change seed value every +1, will change the outer shape

Further modify with effectors:


Select Voronoi layer → add Random effector → Fields: Box field (invert the field)
→ Parameter: Position XYZ, all 10cm (make the effect more subtle), uniform scale 0.28, rotation X: 19, Z: -15
Click Voronoi layer again, add Push Apart Effector → in effector tab, Radius: 15cm
To isolate the falloff/field of 2 different effectors:
On Push apart, addd box field, place it to the area that want it affect on random effector box area
(can’t use the easier way suggested in video, get stuck as R25 has no option to choose Falloff →Shape → None)

Add Texture and background:


In Voronoi Object, untick Colorize fragment
Create material name as white → Reflectance: delte specualr, add Becknamn, Fresenel Dielectric, preset: PET, roughness 0
→ Apply on Voronoi layer
Add (product box) background: Create cube, scale up like a room to cover the object →
In object tab → tick Fillet, radius 300cm, subdvision 5
Change to editable, select one face by polygon mode, then delete
image.png
Create a material name as purple, apply to background
Create PBR light name as rim left, place at left side →
In light menu, Project, drag the Background cube layer in Exclude box (let the light not affect on BG)
in Detail tab, untick Show in Render and Show as solid in viewport (to hide the light panel in the scene)
Duplicate the light and name as rim Right, change color to yellow, lower intensity 85% (both rim light set Shadow as none in General tab)

Duplicate to make a keylight, shadow set as Area, delete exclude BG from the box, color blue, intensity 90
Duplciate as BG fill light, shadow none, light blue color, intensity 210%
Create a normal light name as Volumetric, place inside the head of the object → General tab, Visvible light: Volumetric, intensity 140%
Detail: Falloff, inverse square, scale down the radius just inside the head, color change to orange
Visibility: inner distance 82cm
Go back to white material, add normal direction:
image.png
Now when click on Normal Direction button (next to Texture in editor), it lets to fill 2 different colors:
image.png
Choose color 2 with pink/purple color to match the scene, so now inside the object is pink, outside is white
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