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Blender Spinning Latte Art

YOUTUBE: Dancing On Circle

This morning I saw this video posted by a friend of a dancing spinning Crepes / Pizza thing. I found this video to be really inspiring and thought... hey how would we create this in Blender?
https://www.youtube.com/watch?v=dOSGS9ruj4U&feature=youtu.be


Very hypnotizing indeed! Love the music as well. Gypsy Jazz... classic.

BLENDER: Spinning Latte Art


To set this up in Blender, you probably can already guess it: Blender Dynamic Paint.

It's rather simple, use Cylinder, scale it and subdivide it, give more edge loops around its radial topology. We need some good resolution to be able to see the Dynamic Paint in realtime (because it is painting the vertex).

TEST 001



TEST 002


TEST 003



For this quick prototype, I am using Dynamic Paint in Vertex Paint mode, so that I could see it in real time. But of course, we can always render it out as a proper Pixel level frame render. For example, below is the actual PIXEL RENDER:



However, I just like to see the effect interactively, like a realtime fluid effect. Thus, I use the Vertex Paint mode. What interesting with this DP setup is that everything can be made procedurally. There is no manual animation or keyframes, we can easily change the parameters:
  • SPIN SPEED = use Generator Modifier inside Graph Editor and apply it to the rotation.
  • UP DOWN WAVE MOTION = use SINE
  • SHAPES of actual brushes can also be randomized and switched easily.
We can output and try out all kind of different LATTE ART and lift the milk brush as we pleased.


Technically, we started to think few parameters:
- The Sub-Sampling of Dynamic Paint needs to be used to fill the in between frame.
- The Drips + Forces (you can use Smoke simulation to control the latte art.

A POTENTIAL "SPINNING LATTE ART" APP

This prototype is probably a kind of thing that could be translated into iPhone or iPad or Android apps. Maybe there is an app similar to this already.

I reckon this kind of simple app will be really popular for the next generation Smart-Watch, with rounded framing like the MOTO 360.
https://moto360.motorola.com/

It definitely needs a lot more polish, but well, it's a quick job. There is always something intriguing with the shape of CIRCLES and spinning motions.

Anyway, I guess, it's time for some coffee and crepes! Have yourself a nice day.





Let's take a look at one way we could do a procedural cracking in Blender. I have probably written a similar technique in the past, using Dynamic Paint, but nevertheless, you may learn a thing or two.

NOTE: This is not a tutorial on how to fracture or break an object, it is more like a cracking like you see on the ground during earthquake or iceberg kind of crack.

It would be easier if you have some understanding on:
  • Cell Fracture
  • Dynamic Paint
  • Particles
  • Vertex Weight
This is not very difficult to setup though. I am going to write down the process first and if I have time I will create a quick video tutorial.

1. FRACTURE PRE-PROCESSING

It is very likely that you will fracture the mesh object before applying any dynamics. You want an object to crack or break in certain way. So this is what we are going to do first.


You can use any mesh, you simply apply Cell Fracture using any setting you like. If you have no clue how to use Cell Fracture, please read previous post, watch video tutorial by Daniel Kreuter:
http://blendersushi.blogspot.com.au/2012/07/vfx-blender-fracturing-with-daniel.html

I will just use a plane with thickness:


I will fracture this mesh using Points that are based on Particles (Volume). So I emit some random Particles, around 200 of them all over this mesh.



Then, I apply Cell Fracture, with setting like below: (I do not want any gap between fracture, just zero the margin, everything else is at default)


My guess, the Cell Fracture does something clever in the background, calculating Voronoi pattern based on Points you provided, and then Boolean of some sort, and you end up with fracture objects or shards.

I get something like below, this is our pre-made fractures.

Layer 2 should contains the shattered mesh. Layer 1 should contain the original mesh.


If you want to explode the object using real Blender dynamic, feel free. You can get Blender built with Bullet Physics, or wait till it is out officially. Or you can do it just by using Blender Game Engine.

But that is not what we are trying to do. Maybe that is for next time.

2. Dynamic Paint and other Modifiers
We will apply some kind of Dynamic Paint and Vertex Weight to Influence our Mesh.

For our purpose, we will JOIN the shattered mesh back into one piece. Select all the shards, and press CTRL+J to join them. If it does not work, try selecting few pieces, then CTRL+J, then select other pieces and CTRL+J again until you have a single mesh object.

Now what?

Turn this object into Dynamic Paint CANVAS. Switch the option to Weight. This will allow you to dynamically Paint Vertex Weight into the mesh.


Ok, next, you create Dynamic Paint Brush. You can use any mesh object or even Particles, and simply switch on the Dynamic Paint Brush for that mesh.

I will use some Poly Cubes as Dynamic Paint Brush, I will turn them into Wire object and make sure they are not renderable.


Now, the last thing you do is just to apply Modifier that accept Vertex Weight. For our cracking purpose, simply use Smooth Modifier, it will do the job:

WATCH OUT: Dynamic Paint Modifier needs to be on the top of other Modifier (because Blender modifier stacking rules), this is one modifier that dynamically paint Vertex Weight to pass on to any other Modifiers that accept Vertex Weight.

Now look at your 3D scene, you have Procedural Cracking already happening. Wherever you put your Dynamic Paint brush(es) to paint Vertex Weight, it is going to crack.

The effect is LIVE and you can keyframe it manually.

LIVE Feedback.

Manual animation.


That is one way to do a procedural cracking in Blender.

GREASE PENCIL x CELL FRACTURE x DYNAMIC PAINT x MOTION PATH
You can try something that is more interesting and procedural, using the Grease Pencil and Motion Path. Very handy for a single crack.




BLENDER BULLET IT, MAYBE...
When Blender Bullet Dynamics is out officially, you can do a lot better "earthquake" type of cracking, fracturing and whatnot, with a real physical ground that is dynamically pushing the fractured shards mesh.

The process is similar, you just need additional setup for dynamics. You still need to setup the fractures in advance. Then you setup some real dynamics to give the cracking and to push the fractures/shards.

Maybe you layer some smaller shards that you emit from Particles, when it hits.

Keep eyes on:
  • Blender Bullet Pyhsics
  • Blender Particle Nodes
But you know, as you got more power, things will get more complex and complicated too....

CRACKING WITH BRANCHES
If you want to animate cracking with branches, you can draw the crack lines using mesh edges, point by point on mesh surface and just let it run this way:
1. Draw Edges and Branching + Build Modifier + Skin Modifier (cool!) + Dynamic Paint
2. Draw Edges, Emit Particles from Vertex + Dynamic Paint Particles --> this one is cooler (more control) and the effect looks really good.


You can do even more procedural Dynamic Paint (Brush) Cracking like this:
  1. Activate Blender Ivy Gen (inside the Add-On)
  2. Create Ivy Gen Curves and let it run across surface of your mesh.
  3. Convert Curve into "mesh" object.
  4. Emit Particles from each Points
  5. Apply Dynamic Paint Brush to this object.
ALTERNATIVE: Easy Boolean and Skin Modifier Cracking

I normally would not just make a post with just a video, but this one is exceptional.

Daniel Kreuter is exploring the Blender "Voronoi" Cell Fracturing in these videos. This is an Add-On that is available from Blender 2.64 up. I think he explained the feature really well.

If one were to jump right into this Cell Fracturing Add-On, I guess there is a little chance to be lost, but Daniel pointed out many good points about the tool so that you won't get lost when using the tool.

I personally think this feature is really awesome.








I've been wanting to do this effect since Dynamic Paint was released for Blender. The idea is really simple, basically I want to control certain value of attribute/parameter using Dynamic Paint Brush that act like a Bounding Box. Sure, I have been touching this idea few times in previous post using different kind of "hack" like Drivers and Constraints. It could definitely work and can achieve interesting complicated effects via scripting but it's a little bit complicated in the end.

I got a feeling that Blender New Particle system could make it happen when the feature is more mature and allowing Particles to have more control for other attributes.


I basically wanted to recreate that X-Men effect of skin morphing changing. The concept is there, but not yet.


Anyhow, I figure that there is one more possible way to achieve this effect using Dynamic Paint and the old Blender Particle system.

This is rather "advance" effect, but worth trying. It's a challenge.

THE FLIP-FLOP EFFECT
In one sentence, the effect is = Switching Instances using Dynamic Paint.

There are 2 facts that make this happens:
1. Dynamic Paint can influence the Particle INSTANCE Size via Hair System.
2. The Vertex Weight of Dynamic Paint can be easily inverted.

Unfortunately, the actual Particle Size cannot be influenced directly by Hair (unless I am wrong).

So, at this moment, the only way you could affect the Particle Size by Dynamic Paint is by affecting its Instances, whether the Instances you created via Particle Instance Modifier (to get hair like effect), or direct Particle Instances.


ONE THING, If only I know how to "convert" a Mesh Objects Grouping into correct order of Particle Instances, then this effect could potentially be really cool. Unfortunately I don't know that. Maybe that is achievable via Script. I probably gotta ask Liero for that.

LED GRID
So, let's try something a little simpler, like a 25 x 25 Grid LED Spheres. Total of 625 Particles Instances to represent a single color (well, actually multi color is possible too, we will see later).

We will render it with Cycles so we will set the material properly from the beginning.

What we need:
1. A sphere with dark color. Just Diffuse Material with dark color.
2. A sphere with bright color, we want them to emit light, so use Emission Material.

THE TEMPLATE
In this case, we could just use a Grid object as Particle Emitter.

We will have 2 Particle Systems, one for FLIP, the other for FLOP. The steps are basically like this:
1. Create Particle System from the Grid.
2. Emit from Vertex, uncheck Random. Specify the number of Particles you want to born (625 in this case), born all particle on frame 1.

3. Turn off Gravity Field and Emitter Geometry Normal Velocity.
4. Assign your Instance Object.
5. Create the Dynamic Paint (DP) environment. The Grid = DP Canvas. Create another object (any mesh shapes) = DP Brush. I will just use Cube as DP Brush for starter.
6. Activate Weight and create dp_weight the default Vertex Weight.


7. Now, we switch Particles as Hair. As we know already, this is when the magic happens, when you assign the dp_weight into Hair Length. And then, just increase the Hair Length to minimum 1.


NOTE: One important thing. Make sure that Dynamic Paint is above Particles System on the Stack Modifier order, otherwise, the effect will not work properly.


Remember if you create 1 Particle System with this Dynamic Paint influence, you can simply DUPLICATE another one.

FLIP FLOP IS READY
Now, we already have the Particle Systems setup. You just need to create another one. The minimum you have 2 Particle System, but with the weight Inverted under Hair Length.

This is FLIP.
This is FLOP.
I change my LED to Yellow colour so it is more visible on top of those Rainbow color. And below is the resulting LED setup. The effect is Real Time:



Try different shapes of Dynamic Paint Brush and maybe the Projection type of Brush.

The cool thing about this setup is that you can easily change the number of LED or the GRID, from 25 x 25, maybe to a higher number. And everything will work fine.

If you want to have multiple Grid with different Color, and then with DP Brush affecting only certain color, that is fine too. You can certainly do that. You may just want to get rid of the Darker LED and just have the Bright LED.


Since this is kind of complex effect, I provide you with the BLEND file for you to study and experiment.


Download the Blend at BlenderSushi SkyDrive:
http://goo.gl/NzFRC


TIPS:
  • How to adjust the DP Canvas Template Grid? Just hit TAB and you can quickly modify the template grid. In fact to change from 25x25 LED to 64x64 LED is quite easy. Just delete the original grid in Edit Mode and replace it with any grid size.
  • Try creating different DP Brush meshes and the effect will work instantly.
  • Any 3D Mesh can be the Brush for the LED, that also includes Grease Pencil!
  • Remember you need to be at frame 1 (if playback is not animated) for Dynamic Paint to have realtime preview on 3D View.
  • Start with the basic 2 LED color before you try more than 2, it gets complicated. You could also Mix the Dynamic Paint Vertex Weight which is beyond this post.

The effect also works in 3D.

Have fun with this effect! Let me know if you have problem with BLEND file or if you have any questions.


UPDATE 2012.04.25:
For quicky face changing effect, you can use Mask Modifier and Dynamic Paint to do the switching of Faces of mesh? That's neat. Give it a try:


Now, you may want to add some particles effect on top of this.

MKRdezign

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