Blender – Stem Cell Images in EEVEE for Blender 2.8


hey this is Kev with blender binge back
with another tutorial for you this time we’re gonna be making medically
illustrated stem cell looking thingies and if you go any type in stem cells you
see like a ton of images that look very similar to this so I’m just gonna say
that this is probably the agreed-upon way to illustrate stem cells out in the
world if you’re not looking at it under an electron microscope got it
let’s get started the first thing I’m gonna do is I’m going to use a default
cube I’m gonna select him and I’m gonna hit control v on the keyboard now why
the heck would I do that here’s why if I go over to the modifiers tab over here
that just added in a subdivision surface so I didn’t have to go look ahead
modifier and buy subdivision surface and then set out so I was just able to do it
control v normally I would never hit control v because that would choke most
computers but being that we started with a cube low resolution we just get this
so now what I’ll do is viewport is set at 5 render I’m going to set at 5 so
that way when I hit render later I don’t have an oops look at that it looks like
crap it’s gonna look like pretty much what I want it to look like ok you’ll
see later now second thing I’ll do is I’ll create
the nucleus so to do that I’m just gonna go to add modifier I’m going to say
displace and it makes it huge not what I want I’m gonna hit new it makes it small
again not what I want Thank You blender so what I’ll do is
I’ll hit this little thingy over here show texture tab intro texture and
texture tab which is the same as hitting this so I’m not sure why these are both
here but hey that’s cool whatever so I’m gonna hit that and I’m gonna say type
not image or movie and I’m gonna say Voronoi and boom hey look at that that’s
kind of cool and then distance metric I’m gonna
change this to distance squared there’s no real reason I’m doing this other than
the fact that I just kind of like the way it looks so I’m gonna take this I’m
gonna say object I’m gonna say shade smooth and then I’m gonna go back to my
little wrench here for modifiers I’m going to turn the strength down I’m
gonna go negative like point 3 and look at that I now get this cool like blobby
look and that’s just what I would imagine the Selden stem cell nucleus
would look like because I fiber saw one here
life which I haven’t and you probably haven’t either what’s your a scientist
so what I’m gonna do now is I’m gonna make the membrane to do that I think I’m
gonna add a you know I’m gonna just duplicate this cuz why not I like I have
it like why not duplicate it right though shift D duplicate it so click
once so it’s not tied to this move tool and then you’re gonna hit s on the
keyboard and scale it up just a little bit and with this I can kind of just
take down the strength of this and I can also go ahead and instead of using
Voronoi here I can use light let’s see noise I don’t like that Stu sheets to
choose let’s say stuccis doosh doosh doosh e stucci sounds good
maybe purlins improve purlins sure that’s fine that’ll probably work for
what we need right now so now let’s go ahead and begin to shade this thing so
the first thing I’ll do is I’m gonna turn on evey
so I’m gonna go over here to rendered up this little thing I’m gonna go to my
little back of the camera thingy or whatever render and I’m going to say
screen space reflections I’m gonna go in here I’m gonna turn off half rest trace
and I’m gonna turn on refraction yeah I like that yeah that’ll work
men shadows I think I’ll turn on high bit and soft shadows cuz why not I’m I’m
in here I’ll use it that’s fine and that’s probably good enough I think I
have everything set the way I want it so I’m happy yes happy so what I’ll do now
is I will use the shading so I could go here and use the shading tab but I think
I just want to use this so I’m just gonna go down pull up a little window
here and I’m going to say shader editor so now I have a shader editor and we can
see everything and it looks great and blah blah so what I’ll do is I’m gonna
say my original cube which is the one inside here I’m gonna rename to nucleus
it’s not new coulis nucular its nucleus and then I’m gonna
change cube ah double click and say membrane insane whatever so check that
out or cool I like that now oh okay so membrane I have this material I’m gonna
go ahead and I’m gonna say transmission all the way up and you see absolutely
nothing happening in here the reason for that that we don’t see through this is
because they don’t give us this by default so we have to go down here to
material alright for membrane material we can go scroll all the way down and
blend mode I’ll say alpha clip turn on screen space refraction okay so we’ll
play with refraction depth and we’re not gonna really touch that yet what we need
to do also is realize that nucleus and membrane-bound the same material so
let’s go to nucleus here let’s go to the materials tab scroll up and we’re gonna
add a new material to nucleus and so I’m going to go ahead and I’m going to name
this one membrane and this one I’m gonna hit new I’m going to call this nucleus
shader or whatever and I’m gonna hit tab with nucleus and then I’m just gonna hit
a sign so yeah I have nucleus on a sign and hit tab again and now I have the
nucleus inside there so for nucleus here I can go ahead base color change it to
whatever I want like red it’s fine and I could turn the roughness down make it
shiny leave that as is and what I could do here on membrane now is I could turn
the roughness down and you see we’re seeing through it well that’s kind of
nice and what if see how it’s like really refracted if I don’t want it to
be super refracted I can take the refraction depth and kind of play with
that and you can I mean you can get really
really accurate here but if you’re doing just like kind of artistic looking stuff
you can just kind of leave it as is and find something that you’re kind of happy
with and then I’m pretty okay with for now so roughness here you can turn that
up and give it more of like a rough kind of membrane but you get the you get the
picture next what I’ll do is I’m going to play
with the world so I’m gonna go over here to object I don’t change this to world
and if I scroll with my mouse and I pull out here I could see I have a background
background here change it to black nothing change it to white see
everything so you can play with this or you can do something really interesting
with this and go add or hit shift a either one go to texture I’ll say
Voronoi I’ll color to color and there I have kind of a cell looking shader and
again you could put anything in the background here HDRI anything anything
you want but I’m just gonna do this for the sake of this video and then I’ll
make it a kind of a bluish color maybe so I’ll go shift a get a converter color
ramp take Voronoi out here factor to factor color to color and now I can go
ahead and change this to whatever color I want so I’ll go like a kind of light
blue I don’t know something like that and you can play with the scale and just
kind of get something that looks somewhat interesting to you and you can
also take another Voronoi shifty take the factor plug that into like scale and
start getting really kind of broken up looking stuff so there’s a million
things you can do here there’s no one way to make anything look cool I’m just
doing this for the sake of the video to throw a background in here and start
getting some refraction and reflection in this object okay so next let’s play
with the camera will so I’m just gonna take the camera and
position it so I’m gonna select a camera and I’m gonna hit alt R and alt G that
centers it and clears out the rotation now what I could do is select this
little arrow up here and I’ll go to rotation on the X I’ll hit 90 that’s
just gonna face it right down that way go to the move tool pull it back a
little bit and now I could hit 0 and there we go so we’re starting to get
something that’s passable as a as a you know decent composition so now we can
work on the lighting so notice I did not turn on lock camera to view if you do
that you can kind of scroll around and move the camera around but I’m gonna
leave that off for now and I’m just gonna work on lighting so quick quick
and dirty lighting here simply gonna add and empty into the center and then I’m
gonna add in a light and I’m gonna say area light and I’ll pull back pull that
area light up and then I think what I’ll do is I will I’m gonna make that stare
at the center so what I’ll do with that is go to constraint hit track to Target
choose my empty and then for this one I’ll use negative Z and I’ll just leave
it at that it’s not active right now because it’s not working but we’re gonna
we’re gonna change that in a minute so I’m gonna hit shift D now to
duplicate this guy and pull them around and you’ll notice that he still has the
constraint on it so now all I have to do is just kind of find find his happy
place which is on the Y so you leave that there just hit up Y and there you
go so now I have this guy staring straight at this as well and then I can
duplicate him shift D okay pull him over and he’s looking that way too so now I
have kind of a three-point lighting setup where I can just find whatever
looks cool to me and go with it so what I can do now is
hit zero again and start playing with the lights
so area light one is above us I don’t even need this on anymore but
I’ll just leave it for the for the sake of it why not it’s not hurting anything
and I’ll say power 150 and I could take the size here maybe go 25 it’s pretty
big and 1,500 I start getting something something workable 15000 I start getting
something really crazy and I could see that this thing is a kind of flickering
so to fix that this is really quick fix not sure this is like a really great
solution or not but you could take viewport here
sampling so if you go here to render and just turn that down to zero and that
just kind of takes that flick or I’ll for now so we’re not looking at anything
it’s crazy so now I get to take these area lights here and I can play around a
little bit more so I can click on the light so a hit area click on the light
and I can give it more so let’s say 150 from the side 1500 from the side blow
that up to like 8 1,500 other side blow that up to 18 and then you can move
these around and kind of find something that you’re happy with and these work is
lights in the real world so the further you pull them away the less intense they
get and they pull them up on the wall on a Z pull them back a little bit more and
you start getting start getting lights and a look that you can kind of dig you
can go back and play with these it as well so let’s see if I go to world and I
go to object here okay roughness it’s up a bit you can see
you pull it out pull it in and start getting something that looks kind of
selfish and now we can also do is I can back out of here so what I’ll do is I’ll
go to get a view lock camera view scroll out a little bit and I can make this guy
membrane hit s make them a little bit bigger
and now I’m starting to get this shape so I can also go to membrane here or
nucleus and what I’ll do is I’ll turn on some subsurface scattering and my base
color here I kind of push up something interesting and the membrane here also
really play with the strength and I can also go back to texture here play with
the size a little bit make it more membrane II go back here strength like
negative one and you start getting something something usable no we could
also do here is take our area lights kind of pull them out and get something
that kind of works now it’ll do is I can duplicate the heck
out of this thing so I’m going to take off look lock camera to view and I’m
gonna hit B on the keyboard and select both of these I’m just I don’t want area
selected I just want my nucleus and my membrane selected okay hit shift D pull
that out you can scale this guy down a little bit okay shift D pull him out
shifty shifty shifty shifty and you start getting something kind of
interesting lastly here I can add another light all the way in the back so
I can go add light throw a point light in there turn it way up and push it all
the way back maybe take another one here and pull them into the front and see what we get all right we’re
getting more light now looking a little bit better
getting nice reflections off the other lights they’re starting to reflect each
other and I can keep going with this and massaging it it’s almost something I’m
really happy with but the video will go on and on and on and on and on forever
so at some point we have to keep going so what I’m gonna do here is get camera
and I’m gonna just throw in depth of field now so I’m gonna say camera I’m
gonna add another empty in here this time maybe a cone so I can see it it has
scale it up just like it see it it’s not a not a rendering object so don’t worry
about it and then I’m gonna camera I’m gonna say depth of field focus on it be
empty 0:01 look at it name did cone whatever
doesn’t matter and I’m going to say f-stop is it’s kind of arbitrary with
the blender units so if it’s not working for you you can just kind of find your
your your spot if you want where the ones in the back start blurring out and
then the ones in the front you know where your aim is is fine see now cool
thing is about adding this empty is now if I move this guy so let’s say if I
move him on the Y back forward I can control my depth of field so you can get
those like cool rack focus effects and so you just kind of want to leave him
where he was at zero and that’s fine so now if I render this you’ll see what
it looks like alright so there’s a basic very basic looking very clean looking
shot of the representation of a cell of a of a stem cell other things we can do
we can add more lights we can brighten it up so let’s see what it looks like
when I go and duplicate a bunch more of these I’m gonna pause the video and come
back with it more duplicated alright so here we are back I duplicated this a lot
more times and another thing you can do is if you don’t like the look of the
uniformity of all this stuff and I generally don’t what we could have done
in the beginning and didn’t do is take the membrane and change from texture
coordinates from local to global and you can do that on a few of these the
ones that are you know visible and that’ll that’ll change the look and feel
of this and then you can adjust to your liking but this looks kind of membrane
II to me now and I’m kind of digging it and you can also play with the roughness
a little bit and make it a little more thick a little more globby whatever and
play around and see if you like it so if I render this now we’ll see what
it looks like and that’s looking pretty stem cell II so other than this you can
just go ahead and add a lot more stuff in here just make it look more like a
more natural environment but that pretty much gives you the the gist of how you
would go about doing something like this so if you liked this video please hit
like subscribe share it hit that little Bell notification because I keep making
more and I will keep making more of these for you thanks talk to you later
bye

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