A scene i’m trying to make includes a hole in the sky that i’d like to have disintegrating edges, as shown here. I should only need one angle on this scene so i don’t need something that’s pretty from every angle.
Here’s what the scene looks like currently, with a filled black circle for the hole.
And here’s roughly what it should look like.
I used GIMP’s pick and blur filters to do this, but i’m curious to know if there’s a good way to get this same effect straight from Blender. What are my options here besides editing the picture every time i update the scene?
Thanks in advance.
Use an alpha for your texture; place it on the circle. see how to add alpha to your blender textures, there are a million tutorials out there
I’m a novice, so I’m sure there’s probably a better way to do this, but I would probably make a 2d shape that I can move around and scale. Here’s what I would try:
- Create a circle with an even number of vertices, like 32
- In vertex selection mode, checker deselect. (Select > Checker deselect)
- Scale just those points outwards a little bit
- Bevel the vertices (Ctrl + Shift + B) and use the mouse wheel to create three points. Make them more or less evenly spaced. It should look like a cauliflower
- Select all vertices
- Repeat steps 2 through 5 a few times. It should start to look like a carnation
- Using circle select tool (C, mouse wheel adjusts radius) pick just the inside vertices. There should be 16.
- Turn on proportional editing mode and set it to random (squiggly line)
- Scale those points in or out, playing with the radius using the mouse wheel. The deselected points will move random distances, giving a jagged/fuzzy look. You can get a lot of variety if you play with the radius.
- Select all points and hit F to fill.
Here’s how mine turned out.
I tried this and it kept adding extra faces to the spikier bits. For now i’ll stick with GIMP. Thanks anyway.
One more idea, this time in 3d:
- Create an icosphere with maybe 6 subdivisions
- select just one vertex
- Use the same random proportional editing tool to randomize the surface radiating away from the selected vertex
- Set a material and use a diffuse black shader
As a bonus, you can have the object rotate to give it an animated, portal-like look.