Guest Author: Gottfried Hoffman
Website: Blenderdiplom.com
Final Animation
This written tutorial shows how to create a cool and stylized Nova-like explosion all inside Blender.
A Supernova is something mankind can’t watch too often, and there are only a few recordings of such deep-space happenings. What you can see from the Earth is mostly the remnants. The stylized nova you are about to create was inspired by the famous remnant Tycho, which is just beautiful, and a few computer simulations released by NASA over time.
Nasa Simulation Reference
3-Dimensional Flash Center simulation of the deflagration phase of a Type Ia supernovae.
http://chandra.harvard.edu/photo/2011/tycho/
Lets get started
Open up a new Blender scene and delete the default cube.
Next put the camera onto the Y-axis facing the center of the scene. The fastest way to this is to hit ALT+G to clear the location, then ALT+R to clear the rotation, then R > X > 90 to rotate the camera 90 degrees on the X-axis and then press G > Y and move the camera backwards a little. By pressing CTRL you can constrain the motion to increments of 1 Blender Unit. For this tutorial, move the camera 6 Blender Units along the negative Y-axis.
Now go to camera view (Numpad 0) and add an icosphere. Add a Subdivision Surface modifier and set the level to at least 6 (depending on how strong your computer is you can go even higher) and set the shading to smooth.
The next step is to give the sphere a simple material. The diffuse-color should not be too saturated and have a blue tint. For this tutorial I used a Hex-Value of C1B9FF. The actual color does not matter that much since we’re going to change it later on in the compositor. Set the diffuse intensity to 1.000 and the specular intensity to 0.000. Give the material a slight emit value of 0.3 and turn on transparency. Select Z Transparency and set the alpha to 0.000.
To get parts of the sphere visible again we need a texture. Add a new texture to the 2nd texture slot. Call it “Bolts” and leave Clouds as type. In the clouds settings chose Voronoi Crackle as basis and set the size to 2.00 and the depth to 0. For the Nabla setting use 0.03. Under “Colors” chose Ramp and flip the color stops by hitting the little button with “F” on it. Next move the right stop (the one with the alpha-value of 0) to the middle (0.500). Even though it is completely transparent, the stop still has a color value assigned to it which influences the interpolation. Change it from black to fully white. Under Influence only select Alpha.
After setting the background color to black in the world settings we can have a look at our first render:
Those straight lines are of course not very exciting. That’s why we’re going to distort (or warp, how Blender calls it) them with another texture. Select the first texture slot and add another Clouds texture. Call it “Warp” and chose Voronoi F1 as a basis. Set the size to 0.45 and the depth to 5. Nabla once again 0.03. Under influence uncheck “Color” and select “Warp” with a value of 0.500. Now the lines are distorted nicely. Last thing to tweak is the Color Ramp. Choose a Hex value of C5C5C5 (a slight grey) for the right stop.
The render shows the direction where things are heading.
The last texture we’re going to add will be used to displace the sphere so it doesn’t look as perfectly round as it’s doing now. Add another texture to slot number three and once again keep the default type. Call it “Displace” and set the Size to 0.45 and the depth to 4. Nabla once again 0.03. Under influence uncheck “Color” and select “Displace” with a value of 0.543.
The cool thing now is that the warp of the first texture also influences the displace texture. The result already starts to look like the remnant of a super nova:
To add more depth and character to the remnant let’s add a second layer by adding another sphere. Select the current icosphere and name it “Icosphere.Outer”. Next duplicate the icosphere and name the new copy “Icosphere.Inner”. Now add a “Copy Scale”-Constraint to the inner sphere. To do this either use the menu in the properties panel or select the Icosphere named “Icosphere.Outer”, then Shift-select the sphere named “Icosphere.Inner” and hit CTRL+SHIFT+C. Now the inner icosphere should have a Copy Scale Constraint with “Icosphere.Outer” as the target. Set the influence to 0.900. Next select the inner sphere and scale the mesh to 0.1 by pressing S > 0.1. If everything went right, the inner sphere is now just a little smaller than the outer one. But when you scale the out sphere and make it smaller, there will be a point that both of them intersect and the outer will go inside. This will yield a very cool effect once we animate things!
Rendering shows that the distorted stripes of both spheres are rather near to each other.
That can easily be fixed by randomly rotating the outer sphere. Now we got real chaos, just like in a real super nova remnant:
Before we start animating, let’s make things look cool by applying a little compositing. So head over to the compositor (CTRL+Leftarrow). Choose “Use Nodes” and “Backdrop”. Hit SHIFT+A > Output > Viewer. Now, after pressing F12 for another render you will see the nova in the backdrop.
Add a Color Balance Node (Color > Color Balance) and connect it to the Render Layer and the Viewer. Set the values as shown in the following screenshot:
For some of the effects in this tutorial, color values >1 are needed. That’s why we’re going to add up things in the next step. Add two Mix-Nodes (Color > Mix) and set them both to “Add” with a Fac of 1.000. First mix the output of the render layer with the output of the Color Balance-Node and then the output of this operation with the output of the color balance again. Now parts of the image should have become blown-out:
Lastly let’s add a simple glow. Add a blur-node (Filter->Blur) and connect it with the output of the last Add-Node. Set the type to “Fast Gaussian” and the size to 8×8.
Add another Mix-node and set the type to “Add”. Make sure to connect the output of the last Add-node to the top of the two image-sockets at the new Add-node. Connect the output of the Blur-node to the bottom socket. This way you can use the Fac-slider to select how strongly the blurred image gets added to the original one. For this case the default of 0.5 looks good. The white might be a little too strong, though. Adjust the settings Color Balance node until there’s only very little overexposure.
This concludes the first part of the Nova-like Explosion-series. In the next part we will add animation and do more compositing.



































woah! with just those lightning effects you could get something really cool!
No video
What about “Written Tutorial” don’t you understand?
It does clearly say “Written tutorial”
I was a little sad having not seen the laplacian lightning plugin used.
I think it doesn´t look like a super nova but it looks very cool at all
Hey Alektron, noone knows how a nova looks like, you can only see the remnants. That’s why I have chosen the stylized approach – inspiration came from the following remnant for the style and from several NASA simulations for the behaviour of the clouds.
http://chandra.harvard.edu/photo/2011/tycho/
Ohh Ok
Maybe you’re right
I just thought that a supernova looks more like a growing sun which explodes in the end ;D
I also just embedded the youtube reference and this link at the top to help out.
Very nice and not too difficult.
Shiny!
Thats what i searched for so long.
I’m a hobby-astronomer and i make guided tours in an public observatory.
Can you make another tutorial how to make realistic planetary nebulae in Blender?
Sorry my english.
Johannes
Interesting subject and well presented.
Very Nice Work!
Look forward to seeing Part 2.
Thanks,
OldMan44
Wish it was video but good stuff. Cant wait for the rest!
here is the first part:
https://www.facebook.com/photo.php?fbid=189750704437235&set=a.178860575526248.45913.132831550129151&type=1&theater
Nice! I never thought to use a displace to change the mesh. I was always trying to use purely textures to get an effect like this. Thank you very much!
Oh, and while I enjoy the videos, I really love these advanced tutorials. It really adds to the site to have a variety of tutorials. Thanks again!
Very nice. Looking forward to the next part. Here is my quick attempt at animating it. http://www.youtube.com/watch?v=Xik1EBlbvWc
Good idea for the beginning – I’m sure after part 4 your final result will look awesome!
Dude!!! thats awesome! i love the slow mo style.
This is Awesome, i love it. Thank you Gottfried Hoffman, starting on this right away..
The compositor and I fight a lot so seeing screen shots of the compositor helped me out a lot. And I didn’t realize that the clouds texture had a crackle texture built in. The more I do these tutorials the more I learn about what’s actually in the program as far as materials are concerned.
Thanks and can’t wait for part 2.
Now all I need to do is model a plasma rifle and I’m set. Great tutorial. I’m looking forward to animating everything.
Yeah, you can definitely do quiet a lot with the techniques shown in the tut – I’m looking forward to your rifle!
do you know this step
Those straight lines are of course not very exciting. That’s why we’re going to distort (or warp, how Blender calls it) them with another texture. Select the first texture slot and add another Clouds texture. Call it “Warp” and chose Voronoi F1 as a basis. Set the size to 0.45 and the depth to 5. Nabla once again 0.03. Under influence uncheck “Color” and select “Warp” with a value of 0.500. Now the lines are distorted nicely. Last thing to tweak is the Color Ramp. Choose a Hex value of C5C5C5 (a slight grey) for the right stop.
when i do the color ramp it goes black or gray i cnt do it properly what shall i do thanks
anyone gonna help me?
hey just figured it out lol. put it on the top.
If you want to have this (or any webpage) as a PDF on your computer so you can refer to it later, there is a free downloadable program called doPDF (www.dopdf.com). It prints the page to the Documents page of your PC, and you can open it from there in Adobe. (I’m a Windows user, so don’t ask me if this works in Mac).
Downside is that it prints the whole page, so you can end up with a lot of garbage top and bottom of the page – banner info, all these comments, etc. But we’re Blenderheads – we’re used to work-arounds lol.
for some reason. when i go to add the third texture at the beginning, following all the steps to the letter. instead of the resulting pic,http://cgcnetwork.cgcookie.netdna-cdn.com/blender/files/2011/11/nova.11.png
i get something that looks like someone emptied my vacuum cleaner onto a circular slab of glass. PARTICLES EVERYWHERE! any help?
Great tutorial, looking forwars to parts2-4
I’m having your same problem, tyler. Anybody can fix this?
oh, i figured it out! I wasn’t setting the subdivisions on the PROPERTIES panel! instead i did it with the sub surf modifier!
As soon as I start compositing, my render stuffs up and all it renders is a black screen. From this step: “Choose “Use Nodes” and “Backdrop”. Hit SHIFT+A > Output > Viewer. Now, after pressing F12 for another render you will see the nova in the backdrop.” Whenever I do this, my backdrop is black, and all it renders is black. Can anyone help me?