sybex bounce tumble and splash, simulating the physical world with blender 3d (2008)

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sybex bounce tumble and splash, simulating the physical world with blender 3d (2008)

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[...]... direction of the RGB curve so that it goes from upper left to lower right, and then edit the shape of the curve itself The more gentle the curve, the smoother the transition between the two materials will be Points can be added on the curve simply by clicking the LMB, and deleted by clicking the button on the node itself marked with an x 8 Finally, add a Displace modifier to the object with the settings... monthly series of Blender tutorials in the Japanese magazine Mac People and of the best-selling Sybex book Introducing Character Animation with Blender 92801ftoc.qxd 5/14/08 10:00 AM Page x Contents Foreword Introduction Chapter 1 Re-creating the World: An Overview xiii xv 1 Re-creating the Physical World with Blender 2 Blender s Physical Simulation Functionality The Science of Simulation... gap between these tools and the people with the vision and the talent to use them most effectively In the last quarter of a century, the development of CG imagery has revolutionized how people think about the visible world It is no exaggeration to say that in terms of technical methods applied to art, the recent developments in graphics are in the same league with the advances of the Italian Renaissance... helps unlock some of the mysteries of Blender s advanced functionality and gives Blender artists some powerful new tools to create their worlds Blender s Physical Simulation Functionality Blender has a variety of tools for simulating physical phenomena For Blender users who have not yet had the opportunity to study these tools closely, some of them can be a bit confusing Not all the effects discussed... Erleben and his coauthors amusingly observe in Physics-Based Animation, another difference is that the “artists and creative people” who use these simulations have “very little respect for the real world. ” Animators are constantly creating situations that would be impossible or highly improbable in the physical world, and it’s important that the tools they use offer them the ability to create what they... in reality, the material is the same, just in a different state) There 92801c01.qxd 5/14/08 10:14 AM Page 8 is the flowing, molten part of the lava, which is liquid and glows from heat, and there is the portion of the lava that has been exposed to cold air and hardened, which is a dark-colored rocky crust In Blender, it is possible to create these two materials separately and then combine them by using... Rock and the Color1 socket on the Mix node, and a connection between Magma and the Color2 socket Draw a connection between the Color sockets on the Mix node and the Output node, as shown in Figure 1.11 As you can see, the output material is now a mixture of the two input materials The mix factor of the Mix node is 0.50, which means that the two materials are mixed at a uniform level of 50/50 across the. .. techniques, notably as the lead animator and codirector of the 16mm film Gustav Braüstache and the Auto-Debilitator (winner of the Best Narrative Short award at the New Beijing International Movie Festival, 2007) and other independent shorts He is an active member of the Blender community and one of the original members of the Blender Foundation’s Trainer Certification Review Board He is the author of a monthly... Blender and chairman of the Blender Foundation, is fond of saying, Blender is for Blender users!” Everything about Blender is designed with the goal in mind of enabling the most efficient workflow for experienced users who have put in the time and effort to learn the software Likewise, this book is for Blender users To the best of my knowledge, in fact, this book is the first Blender book that is explicitly... in the Physics Buttons area (Figure 1.1) and the Particles Buttons area (Figure 1.2), and on the Bullet physics engine, which is accessed through the Blender game engine The parameters for the game engine are set mostly in the Logic Buttons area (Figure 1.3) 92801c01.qxd 5/14/08 10:14 AM Page 3 3 Figure 1.2 The Particles Buttons area Figure 1.3 The Logic Buttons area ■ RE-CREATING THE PHYSICAL WORLD . h1" alt="" Bounce Tumble, and Splash! Simulating the Physical World with Blender 3D Tony Mullen WILEY PUBLISHING, INC. 92801ffirs.qxd 5/14/08 9:58 AM Page iii Bounce, Tumble, and Splash! 92801ffirs.qxd. 5/14/08 9:58 AM Page i 92801ffirs.qxd 5/14/08 9:58 AM Page ii Bounce Tumble, and Splash! Simulating the Physical World with Blender 3D Tony Mullen WILEY PUBLISHING, INC. 92801ffirs.qxd 5/14/08. Congress Cataloging-in-Publication Data Mullen, Tony, 1971- Bounce, tumble, and splash! : simulating the physical world with Blender 3D / Tony Mullen. 1st ed. p. cm. Includes index. ISBN 978-0-470-19280-1

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