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

For the last and final part we will be adding the volumetric cloud that adds the unique style to our nova.

First add an object that will use the volume material. Go to a frame 200 in the timeline and add a cube. Next, go into Edit Mode and scale it by 1.2. If you scale it in Object Mode, the mapping of the 3D texture we’re going to use later on will be off. Since the cube is concealing the nova sphere set it’s display type to “Wire” in the object properties.

Next add a volume material to it by adding a new material and then choosing the “Volume” type. Set the density to 0.000 (we will control the density by a texture) and the density scale to 8.000. In the shading section set the scattering to 4.000 and change the reflection color to D31343.

Moving on, let’s add a “Point Density” texture to the material.

Point Density textures use the position of points in 3D space for the influence of material parameters. They can be used with point cloud data, particle system or the vertices of objects. We’ll choose the latter option and use the vertices of the inner sphere as source. Go to the section titled “Point Density”, select “Object Vertices” and select the Icosphere.Inner. The Radius of 0.300 Blender units of course is way too much considering that the outer sphere has a maximum radius of 1.000 Blender units so reduce the radius to 0.100.

Now that the source of the Point Density is set we need to define what property of the volume material gets influenced by the texture. Go to the influence panel and only select density.

A render at this point might look a little weird.

That’s because there is just one lamp in the scene and the volume needs lights to penetrate it. Add one area lamp with white light and an energy of 1.000 that’s shining slightly from the top-left. Use a value of 5.000 for the distance such that the light ends right inside the nova sphere.

When rendering, there’s volume around nearly all of the nova but it’s still looking rather weird.

To fix that, you need to change the integration in the settings of the volume material. The “Step Size” tells how fine the volume is calculated. Lower values yield better results but take longer to render. Set the value to 0.010.

Now the volume is looking like it should, no more noise and the light penetrates it as it should:

It’s just not looking right because the nova seems to be superimposed over the nebula. That’s because the nebula is currently on layer two where the star field is also located. To fix this move the cube and the area lamp to layer 3.

Use the steps from part three of this tutorial to create a third Renderlayer for the nebula. Use an AlphaOver node to get the nebula over the nova.

The nova now has a nebula, but it’s looking perfectly spherical. To get a more realistic shape Blender offers the ability to distort the result of a point density texture with another 3D texture. You can find that in the section “Turbulence” under the settings of the point density texture. Enable it and set the size to 0.200, the Depth to 5 and the strength to 2.000

Now the result is starting to look really cool!

Let’s use some compositing to improve the looks a little more. Add an RGB Curves node between the Render Layer of the nebula and the AlphaOver and change the curve like in the following figure to get some custom contrast:

Now the only things left are some final brush-ups in the form of a glow. Use the setup from part one of this tutorial that uses a blur node and an mix node set to “Add” (you can just copy the two nodes from farther left in the noodles) but use 16 pixels for the blur.

The only problem is that now the entire scene glows. You might want to have only the extra glow for the nova part. To easily fix this add another RGB curves node before the blur node. Use it to selectively remove darker parts from the blur.

Congratulations! Things are ready for the final render now!

Creating a Nova Explosion<>

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Discussion

16 Responses to “Creating a Nova Explosion – Part 04”
  1. Posts: 1020

    this part gives really very nice EFFECT!

    (
    please do make VIDEO tutorials…
    i appreciate your work, also sorry for this text method
    )

    #
    1
    Nov 22, 2011 at 12:26 pm
  2. Posts: 38

    i don’t understand point density textures
    you should do a VIDEO tutorial about it

    #
    2
    Nov 22, 2011 at 12:36 pm
  3. Posts: 1020
    #
    3
    Nov 22, 2011 at 1:55 pm
  4. Mark
    Posts: 2

    I didn’t save it and Blender crashed while i was rendering it Ugh

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    4
    Nov 22, 2011 at 9:21 pm
  5. Posts: 37

    I’ve finished it but it’ll probably be after Thanksgiving before I make the video. My machine is taking forever to render the frames. I’m doing it frame by frame that way I can stop when I want to then save it on the next frame then pick it up where I left off. It’s taking my machine about 2 minutes to render each frame and I really don’t want to be up late waiting.

    Awesome tut and thanks for sharing :)

    #
    5
    Nov 23, 2011 at 12:53 am
    • Spaceplanet
      Posts: 2

      It will take a very long time to render this animation since it has complex compositing as well as many things bundles together to make a breathtaking supernova scene. Your method is fine but there is an easy way to make animations at Blenderguru which may interest you.

      http://www.blenderguru.com/videos/rendering-animations/

      This might speed up the process and also when rendering close down other programs and disconnect from the Internet if possible.

      I hope it helps.

      #
      5.1
      Jan 26, 2013 at 1:14 am
  6. Posts: 44

    Thanks i was wondeing if you could make a tut on how to create fire maybe??

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    6
    Dec 11, 2011 at 3:59 am
  7. Kayla
    Posts: 2

    Hello, I have tried creating the gas around the nova. I can not get it to work. I have no idea what I am doing wrong. Can someone pls help me. I am 18 years old, and need this done for a school assignment. Thanks

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    7
    Mar 8, 2012 at 5:41 pm
    • Kayla
      Posts: 2

      Omg, nvm. I finally got it! this is an awesome tutorial thank you so much!

      #
      7.1
      Mar 10, 2012 at 10:41 am
    • Posts: 7

      You are lucky I would be so happy if i got a 3D modeling school assignment!

      #
      7.2
      Sep 1, 2012 at 4:40 pm
  8. Posts: 2

    Hey there. I’ve been doing great with this tut right up until I have to use the AlphaOver mix my nebula and novas. I made the third renderlayer and set it all up, but the nova is alway over the nebula and really bright. I can’t get the nebula to poke through like yours. Any ideas? Thanks much.

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    8
    Apr 10, 2012 at 11:34 am
  9. Posts: 2

    Nevermind, I got it when I looked at it with fresh eyes. If anyone else is having trouble with this, try increasing the density scale of the nebulas material.
    Cheers

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    9
    Apr 11, 2012 at 10:00 am
    • Josh Morgan
      Posts: 1

      How much did you increase it?

      #
      9.1
      Sep 3, 2012 at 10:41 pm
  10. Posts: 7

    this is a great tutorial! I never knew about point density textures before this and learned a lot. but i do like video tutorials, and i think most everyone agrees with me.

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    10
    Sep 1, 2012 at 4:39 pm
  11. Spaceplanet
    Posts: 2

    The nebula is fully covering the nova. I can’t see the nova, only a sphere of a nebula of red gas. What am I going wrong.

    #
    11
    Jan 26, 2013 at 1:28 am

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