3D Animation, Examples: Create a Snowflake [ Experimental Blogs ] [ Blender ]

copo_thumbLet's see how we can create a snowflake using the geometry editor Blender 2.6.

A snowflake, as we have used to create a desktop backgroundis a fractal (autosemejante) with six axes of symmetry. Its structure is therefore based on models which are essentially hexagonal, as shown in the attached image. Each arm is repeated six times so each of the flakes, although there are different configurations depending on the crystallization conditions such as temperature and humidity.

The geometry of snowflakes was first recognized in 1611 pore Kepler, by publishing the first description of the hexagonal geometry of snowflakes in a study entitled "sexangula levels" as a Christmas present to Rudolf II of Habsburg (Geometry of Snowflakes)

We will make a simple model that is not real and just want to see the modeling technique. Look for realistic examples in theseamazing photographs of snowflakes.

Modelling of a snowflake

Parts of a plan and implement a series of switches and editing operations to create the shape. In particular we will use:

  • Symmetry to simplify editing building half of each arm
  • Array: to achieve symmetrical shapes with respect to six axes, namely, to repeat the number of arms that want to build
  • Subdivision surfaces forms for suabizar
  • Extrusion togenerate a three-dimensional solid texturing that, once generated the shape or contour map.

Begin building the arm

To construisr arm snowflake using an object or primitive basic Blender: A plane. To add the selected plane from the main menu:

Add->Mesh->Plane

Having determined the basic object editing proceed to adding and changing the position of its vertices.

Enter the edit mode by pressing the geometry “Loss“. Select all vertices by pressing “b” and mark the two opposite corners of a rectangle that contains the geometry. The geometry will illuminate to indicate that it is selected.

Next, and always in edit mode, will access the subdivision menu by pressing “In“. In this way we obtain new vertices in each of the edges of the square that defines the plane.

subdivideProceed to remove the vertices of one end, and we want to do an edition with a symmetry operator that will simplify the process.

The square is due at the origin of the system to properly operate the switches. In any case we can always move them in edit mode

To remove the vertices we do not want, Once selected in edit mode geometry, we press “x” and from the popup menu (Delete) that will use the option should appear “Vertices”.

remove_vertex

Add modifiers of symmetry and repetition

We will keep half of the plane as build the arm availing symmetry modifier. We will access the menu that has different modifiers and which is represented by a tool.

addModifier

Once located in the menu switches, select the desired accessing the drop down menu you get when you click on “Add Modifier“. In particular click on “Mirror“. We will choose the appropriate symmetry axis in each case, options and determine the needs that we, how to keep the vertices, to be edited, exceed the shaft (Option “Clip“) or forcing the symmetrical surfaces join if they are sufficiently close to “Merge“, proximity limit setting “Merge Limit”.

Mirror

Symmetry modifier can be defined before or after the switch “Array“.

emptyAdd an object “Empty” to apply the type modifiers “Array”. This object will serve to control the transformation that will generate the various copies of the arm that we will build basic.

The object “Empty” it set back to the origin of the system, since their displacement and, rotation primarily, copies will affect the basic arm.

Add the new switch similar to the previous, selecting new “Add Modifier” but in this case choose the option “Array” among which are the pull-down menu. Again, we adjust some parameters of the transformation.

  • Indicate in the selector “Count” we will generate 6 copies
  • Turn off “Relative offset”, because we want to control the transformation via object “Empty”
  • Activate the option “Object Offset”
  • Indicate that is the subject “Empty” which acts as a modifier, Click on the window “Object” and selecting from the popup menu.

array

One rotate the object “Empty” see how the copies are rotated generated by the switch “Array”. And around (rotation) the axis should be perpendicular to the plane containing the square object that we have incorporated to create the snowflake arms. For this, select the object “Empty” and we press “R” to enter the rotation mode. Next we press “Z” to limit the rotation of this axis, and write “60″ to define the angle of rotation, pressing the numbers on the keyboard after selecting the axis of rotation. The result should be similar to that seen in the picture.

mirror_2

We 6 identical arms evenly distributed. If the provision is not exactly the same, we can always select the plane, enter edit mode and move the vertices of the geometry.

Editing snowflake arm

copo_edgeThe editing process by constructing only the right half of the cod as we discussed earlier. Symmetry modifier will ensure that we have applied the correct construction of the model.

Enter the edit mode and add new items will move to start generating the desired pattern.

To add the points you can press “Ctr + R” (the control key and key simultaneously “R” and see a pink line. If you click with the mouse, cut line to the geometry creating new vertices. If we select two vertices and press the button “E” can extrude these vertices to the plane by adding complex forms. Selecting vertices can also move.

After repeating these operations a certain number of times, obtain a more or less complex as shown below, perfectly symmetrical arms repeated the number of times we have defined.

copo

It only remains to extrude the set to give volume, Select all geometry in the edit mode by pressing “A” (“All”), and then again the key “E”. New vertices will move a small distance depending on the thickness we want.

estrude

We can soften the volume obtained by applying “smooth” menu “Object Tools” that is to the left of the window.

smooth

or we can add a modifier “Subdivision” from the modifiers menu before seen.

subdivision_surface

Aplixcaremos materials and textures and colors desired properties and obtain the final image, as the ending to illustrate this simple technique. Maybe you can try?

copo_de_nieve

Snowflake

You have more information about modeling in our Blender tutorial

Tutorial Blender

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About joju

Professor, Department of Aerospace Vehicles (TWO) Polytechnic University of Madrid.
Assistant Director of the Department. TWO
Coordinator of educational innovation Visual Graphics Group (VGG.)