Where is Velocity Blur !? select source_particles node in the Object Level, in it's parameters go to Render–>Sampling and turn on Geometry Velocity Blur then in the Mantra node you have to turn on Motion Blur parameter in the Mantra node–>Rendering About Advecting particles question you should add POP Advect By Volumes node between POP Source and Merge node, then in the parameters of this node, set Advection Type to Update Velocity and also set Velocity Blend to 1.This tutorial assumes that you are already familiar with the smoke simulation in Blender 2.5. If you need more information in that field, check out my other tutorials on the smoke simulation. One key concept when working with 3D is to reuse your assets. The dinosaur models for Jurassic Park were later reused in other movies, and you should do the same with your creations. To show off the concept, I reused the initial setup of the smoke simulation from my Drum of Smoke Tutorial and with just a few clicks got a completely different result. So if you already followed the other tutorial, this one will be a piece of cake. First let's take a look at the final scene: Once again just a domain, a camera pointing straight towards it and three area lights. The most important part are the two Force Fields you can see slightly at the left. The arrow marks a Turbulence Field that we will animate to move slowly through the scene while directly at the location of the emitter you can see a Wind Field which will blow the smoke towards the middle. To begin either create the domain and lights manually or grab the Drum of Smoke Blendfile as a starter Blendfile here and delete the emitter and the vortex field. Change the background color in the World-Properties to a pure white. Add a plane and scale it down half by hitting S and then typing 0.5 on the Numpad. Now add a Subsurf Modifier at level 3 by hitting Ctrl+3 and apply it. The following figure shows how to set up the Emitter and Wind Force Field at frame 1: Now you can select both of them and move them to the desired location. Notice that the Strength of the Wind Field is keyframed. Keyframe it for 10 frames at 20 and on frame 11 keyframe it to 0. Particles are also emitted on those 10 frames. The Temperature Difference for the emitter should be set to 0. Otherwise the ink will tend to move upwards. Now is a good time to add the Turbulence Field which will make the ink disperse nicely. To get a better effect it should move *very* slowly across the domain. For this tutorial I made it move from the middle of the domain to the left wall in a span of 400 frames, the direction does not matter that much, though. It's more important that the field just moves a little. The material is mostly the same as in the Drum of Smoke Tutorial but with a Reflection Color of "D20040". In the smoke settings of the domain no High Resolution is used. The Vorticity has been considerably lowered to 0.25: So the number of Divisions is set to the rather high value of 220 so you still get sharp lines. The last and crucial part is the texture. Just one Voxel Data texture with Density as Source and Cubic B-Spline for the Interpolation is needed here. We are delighted to be a part of making your work life more efficient.Make sure to only check Density in the Influence section. You may think: “Great, I’ve got the app and an account, but… what’s next?” That’s it, you’re in! We've sent you a verification email to make sure you’re not a robot □ Click the link in the email to verify your email address and you’re all set.If you’re new to CloudApp, click the sign-up button and enter your email address and password.Once downloaded, double click on the downloaded file to follow the steps and complete the installation.
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