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Twirl of smoke in Blender

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    Apr 2002
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    Twirl of smoke in Blender

    twirl of smoke in Blender. By georges mignot aquí meltingman.



    Introduction.

    This tutorial Will teach you how todo create a twirl of smoke in Blender.

    Part i: the actors of the sequence.

    Step1: first, launch Blender, erase the default Cube and then add a grid. Space bar > add > Mesh > grid (32 por 32). Go bak todo object mode : tab.



    Next, with the grid selected, switch todo weight Paint mode: Control + tab. Then Paint your grid in order todo get only one reddish orange point, and the rest from yellow todo blue. Use the Paint tab, in the edit panel (f9).
    * mix, add and multi > used todo mix, add or multiply the Painted weight.
    * sub > allows subtracting some weight.
    * blur > very useful for smoothing the weights.



    Step2: add the deflector object. (deflectors interrupt the movement of active particles, software bodies, etc).



    Place an Empty (add > empty) just below the corner of the grid where the weight is at its máximum.

    Enable the deflection, physics button (f7), then set it up like this:
    * Wind with a Low strength : between 0.010 and 0.020.
    * enable use max Dist, then type the máximum distance you ned. This Will limit the Wind influence todo the área within this distance.

    Step3: give some Softness todo our grid. Thanks todo specific adjustments todo software bodies, we Will achieve the illusion of a software and aerial material.



    Select the Grid, open the object panel (f7), and the physics sub-panel. Next, Access the software body tab and set it up like this:
    * Mass todo 0 (or, extremely Low).
    * very Low speed (tip: you can increase it for the preview then decrease it for the FinalRender).
    * enable use goal > group (to take your Painted vertex weights into account).
    * enable use Edge and decrease it todo the halfway marque (the Edges can now stretch according todo the neds of our simulation).

    Now, for the testing stEpisodio In order todo launch a preview animation in our 3d window, set the view todo the active Camera (0 Numpad key), then press Control + a while in the 3d window. Adjust the software body or deflection settings accordingly.

    Part i : ethereal material.

    Our settings should simulate a Fairly realistic smoke, with fast render times.
    * give a material todo our grid.
    * Shading panel (f5), then material tab.
    * add new, then test the result (f12) while setting up the options.

    In the mirror transparent tab, activate the ray transparency with:


    * IOR at 1.0 (no deformation due todo refraction of light).
    * a bit of Fresnel, moving the fact slider todo lower it influence.
    * decrease the gloss todo 0 in order todo Skip some useless computation, and set the samples todo 1.0.
    * depth value Will be between 5 and 10 (depth of transparency).



    * in the material tab, decrease the alpha todo between 0.0 and 0.25.
    * open the ramps tab (next todo the material tab) and enable the show col Ramp button.
    * set a blend from white todo black, with normal as input for Ramp, which Will give you a silky effect.

    A new function can be used here.
    * the Map Input > estrés button Will vary the blending of a texture according todo the deformation of a Mesh.
    * so, add a blend texture in the texture panel (f6) > add new > choose blend in place of none.



    Go bak todo the material panel. Add this texture with Map Input > estrés with map todo > col and alpha buttons checked.



    Now, you are ready for the FinalRender. You can start the rendering of the sequence: in the scene panel (f10) choose your file format (avi or QuickTime for video, for example), and finally, press the Anim button todo start the rendering.



    By georges mignot. www.blenderart.org.
    .
    Última edición por 3dpoder; 24-05-2010 a las 22:29
    |Agradecer cuando alguien te ayuda es de ser agradecido|

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