Master Of Animation, Games & Interactivity
Master Of Animation, Games & Interactivity

When it comes to problems solving, my first thought is the wormholes. This object makes up a majority of the scene and plot, but I have no clue how to produce it by either modelling or visual effects. So I looked online for reference tutorials and works and tried to make three of them that worked best but in different styles.

In response to the theme, I made three wormhole practices. I made them mainly with Blender geometry nodes to give them a layered and systematic look. Whilst they look similar, I tried different construction methods to iterate the response. The first one is referred to as the portal in Rick and Morty, while the second and third ones are tunnels associated with time travel.

The first is a combination of layered planes, generated by Blender Geometry nodes. This method is referred to in the third image of the reference in the previous slide, but it’s too complicated for me. Though I understand that every module(figure1) represents a spiral line, it’s still hard for me to set it up from zero without instruction. Figure 2 shows the complete node graph in which you can see many repeat patterns, consisting of Multiple, Mapping and Noise Nodes, and eventually linked to the Value Node. By setting the key to the Value Node, the image can be rotated simultaneously with each layer. The Colour Ramp node controls the colour and shape of each layer.

The second one is more like a tunnel compared to the first one. The idea of production is much easier. The method is essentially putting a camera in several doughnut-shaped meshes. I tweaked the mesh’s shape, making it rugged, and then  I duplicated the mesh to assign different materials. Some represent stars, and others make various colour gradients, but they are all translucent. The camera stays still while the meshes rotate. Finally, place a point light at the end of the view.

The third method is similar to the second one. The most different part is that the entire construction is based on curves, such as a doughnut-shaped mesh bevelled from curves. The camera is constrained to travel on curves, rather than staying still.

There are also many layers of multiple colours and stars. Enable the Bloom effect to have a more decent outcome.

Wormhole1- The portal

Wormhole2- The distorted space

Wormhole3- The Time Tunnel

About This Work

By Ashley (Chun-Yu Chen)
Email Ashley (Chun-Yu Chen)
Published On: 24/10/2022