Perhaps a reference video would be needed to show this, but to clarify, merely the portal and its animations appear nearly impossible to create, the frame itself is simple diffusion and optional reflection. Mind this is using cycles. enter image description here

I though the best way to attain this would be to have the position of the camera changing cause a movement of the portal textures however it has proven futile.

And so I ask, is this possible in Cycles?


My original plan was to use the UV Warp modifier to create the movement effect, with several planes underneath each other to create the depth. However, the way it appears to be a void, another area is the piece I lack.

The frame of the portal, again, is not a problem.

In reference to a comment that referenced a similar concept using a Nether portal that showed the Nether upon the other side, is similar, however there is no need to create another world on the other side, as I want to stay true to the visual mechanics of Minecraft.

Here is an example of the in-game version of what the goal is. https://youtu.be/ZpJiEbgo3Z4

  • $\begingroup$ You mean something like this: youtube.com/watch?v=NF_KV7Z0JGQ ? $\endgroup$
    – Paul Gonet
    Aug 30 '16 at 12:40
  • 2
    $\begingroup$ Create two scenes, make sure the camera movements in both scenes are the same, give the portal a holdout shader and overlap the scenes using an alpha over node. $\endgroup$
    – Ezra
    Aug 30 '16 at 12:52
  • 1
    $\begingroup$ The best way to get help is if you show an example of what you are after and detail what you've done that didn't work. $\endgroup$
    – user1853
    Aug 30 '16 at 13:04

In Cycles you may achieve this cool effect creating two different Scenes and combining them in compositor using the Alpha Over node (with a Holdout shader as a mask). enter image description here

First check the Transparent checkbox in the Film panel of the Render header. enter image description here

Create a plane and place it so it fits the door's jamb. Give it a Holdout shader. It will be used as a mask for mixing the two scenes in one render.
enter image description here

Create a new Scene (press the + button in the very top header), then choose New. enter image description here

Now you have two scenes. You may switch between them as pictured below. Build two different worlds in each one. Your Camera and door object with holdout plane should be in the first Scene. NOTE: Remember to change all the settings (such as render engine type, render settings etc.) for the nelwly created scene, so it fits the previous one. enter image description here

Now select the Camera and door object, press Ctrl+L-->Objects to Scene and choose the second Scene (Scene.001). Objects origins should change their colors to blue- it means they're linked. Now you got them present in both scenes. enter image description here

Now being in the first Scene go to the Node Editor (compositing nodes), add two Render Layers nodes, choose different scene for each one, render each scene (press the camera icon) and finally mix them using Alpha Over node (Add-->Color-->Alpha Over). enter image description here

Open the Uv Editor in separate window and render (F12) being in the first Scene . Thanks to Alpha Over node your 'magic portal' is ready. enter image description here enter image description here

BONUS: To 'pass through' the other side of the portal you have to animate the Alpha Over node's Factor value. Keyframe it (I) with value 1.000 at the start of your animation, then go to the point when your camera 'doesn't see', what's on the other side of the portal and keyframe it again. Now go to the next frame (where your camera is behind the holdout plane), change the Fac value to 0.000 and keyframe it. After rendering you'll be on the other side :). enter image description here


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